Dogs Of War Vu

Sim/Strategy/War => Games Discussion => Topic started by: Asid on May 25, 2018, 06:53:57 PM

Title: Ground Branch
Post by: Asid on May 25, 2018, 06:53:57 PM
(http://www.groundbranch.com/gb-content/images/header_logo2.png)

based on the real life subsection of the Special Activities Division of the Central Intelligence Agency.


Homepage: Here (http://www.groundbranch.com/)
Official forum: Here (http://www.blackfootstudios.com/forums/)
Steam: Here (https://store.steampowered.com/app/16900/GROUND_BRANCH/)
YouTube: Here (https://www.youtube.com/user/BlackFootStudios/search?query=ground+branch)


Single-player, Co-Op, Multi-Player


Ground Branch Kickstarter Teaser Published on Apr 16, 2012


https://youtu.be/XjyIyBGljdY


About

BlackFoot Studios’ premiere title; Ground Branch is based on the real life subsection of the Special Activities Division of the Central Intelligence Agency. The Special Activities Division typically carries out deniable covert operations on foreign soil and often goes into a situation before anyone else, before Special Forces, before the SEALs, before DevGru; SAD Ground Branch is the true tip of the spear. SAD Ground Branch operatives are mainly recruited from Army Special Forces or CAG units and are experts in field craft, surveillance, small arms, hostage rescue and Close Quarters Battle.

(http://www.groundbranch.com/wp-content/uploads/2012/02/roomclearing.png)

Being a CIA unit Ground Branch has a free hand to get the job done and as such will take measures which military units cannot. There are laws in war and Ground Branch tears those pages out of the book when necessary. They are the gunslingers of modern day warfare and are not a direct combat unit but instead rely on stealth and hit and run tactics. This means their operational manners may be deemed questionable by some at times. Ground Branch isn’t sent in to be an ambassador of good will, they are sent in to get very specific results.

(http://www.groundbranch.com/wp-content/uploads/2012/02/sniper.png)

As players, gameplay will be deliberate, calculated, gritty and heavy. Without the consequence of death and loss there is no depth to the game. Loss will be personal and unavoidable. We are not taking the moral high ground but players will sense the impact of their actions. Your gear choices, route choices, team plan and actions against the enemy will all play into your success or failure. Multiplayer games will be methodical with pockets of quick but intense firefights all the way to long drawn out engagements against an equally matched team. There is no artificial balancing, but the individual’s skill and decision making will be what allows them to succeed.

(http://www.groundbranch.com/wp-content/uploads/2012/02/insertion.png)

Features

Please note that this (planned) feature list is not complete, and features will come online as they are developed.

General
•   Squad based team play
•   NO unlocks or kill streaks!
•   Using latest version of industry leading Unreal Engine

Player view
•   True First Person System 2.0 that gives no disconnect between what you see of yourself and what others see of you
•   Correct and realistic first person weapon view
•   Freelook style first person system. Players can look around independently of weapon

Weapons
•   Tactical reload system with both loaded and “dry” reloads
•   Each weapon has it’s own reload sequence
•   Reload animations can be interrupted
•   Realistic magazine system. Each mag tracks how many rounds it contains at any given time
•   Empty mags fall to the ground and mags still containing rounds go back into pouch for later use
•   Weapons collide with the world. Your weapon is truly in the world and will collide with objects in it. This means that weapon choice will actually matter as longer weapons might not be the best option to equip yourself with if operating in a CQB environment.
•   Accurate and realistic weapon transitions. Main weapon falls to chest on sling while drawing secondary or special item
•   Fully customizable weapons. Setup your weapons how you choose with various attachments that operate as they would in the real world
•   No limit on number of saved customizations.
•   Ability to edit and recall saved customization while in server lobby
•   Items used in game requires time to equip… no magical NVG turning on or instant grenade throws. Equipping items takes time
•   Realistic representation of optics usage on weapons including choices in placement location
•   Various melee abilities including accurate portrayal of knife usage as well as muzzle jabs

Inventory and ammo
•   Inventory system that has each magazine track its own rounds
•   Pickup and drop weapons on the battlefield
•   Supported shooting with bipods
•   Customizable character gear. What you take into battle is all you have and physically shows on your character
•   Ability to share gear with others (carry more ammo for a buddy)
•   Save and recall any number of individual weapon/character customized loadouts. Not limited to a small number of presets

Movements and injuries
•   Ability to accurately and realistically jump in the game
•   Ability to clamber onto and over objects
•   Prone, crouch and stand postures
•   Lean and peak system that includes a ‘step out’ ability to quickly step out from cover then back in
•   Ability to move while leaning
•   Encumbrance system that takes weight and bulk of items into account for movement. Variations will not be drastic but noticeable. We are portraying highly skilled operators here
•   Choose between numerous uniform types and a variety of body armor and vests/harnesses, all with in game tradeoffs
•   No regenerating health, but ability to administer first aid to non-lethal injuries for reduced combat effectiveness
•   Players will have visible injuries including limps and non/reduced functional limbs
•   Ability to stay in fight if non mobile from non-lethal wound. This means that you may be able to shoot even though you are no longer able to physically move.
•   Ability to drag team mates to safety to administer first-aide or to safely recover their unused ammo and gear if they are no longer alive

Game world and maps
•   Material/surface specific penetration
•   Accurate but not overly complicated ballistics model including bullets originating from muzzle of weapon and lethal/accurate locational damage
•   Fully functioning doors that can be opened/closed at variable speed, kicked open (might take more than one kick) as well as breached with weapons or explosives
•   Unique environments from all over the world
•   Areas in maps have multiple entry points
•   Full featured Training ranges, including Killhouses with completely random target placement
•   All enemies spawned and patrolling at start. No “monster closets” or magic enemy spawns based on where you are located

Single Player and Co-Op (More info to come)
•   Unique mission design that delivers smaller more localized sets of mission groups based around world hotspots
•   Centralized intelligence portal to monitor world hotspots and receive mission orders
•   Ability to complete missions individually or with friends
•   System designed to continually add and evolve missions over time

Multiplayer
•   Full and free Dedicated Server support. Host a server wherever you want
•   Full support for MP ladders
•   User made arm patches
•   In game 3d VOIP with ability to set comm channels within team as well as mute options
•   Full MP lobby system with pre/post game chat
•   Private password protected lobbies/rooms
•   After Action Review after each round
•   Clan/Unit friendly
•   Various adversarial and Co-op style MP game types available at launch
•   Controller support on PC


Armory

(http://www.groundbranch.com/gb-content/armory/M4.jpg)

Ground Branch will provide a strong set of weapons that would be used by real world units today. We are not aiming to have the “uber” arsenal with walls of weapons, but will provide a solid assortment with various attachments that allow the player to make unique and effective load outs. We are going for a gritty realistic approach and are concentrating on a focused team that uses tried and true weapons that would be used in the real world today in these types of situations.

Armory images and details: Here (http://www.groundbranch.com/armory/)


Ground branch early access roadmap

You can see it: Here (https://trello.com/b/Th9370Gy/ground-branch-early-access-roadmap)



(https://scontent.flhr4-1.fna.fbcdn.net/v/t1.0-9/11709746_10154057739738916_2310789998861253287_n.jpg?_nc_cat=0&oh=17d0d760cbe5205a8ad107fbd776b0b8&oe=5B8768C0)

(https://scontent.flhr4-1.fna.fbcdn.net/v/t1.0-9/11230647_10154057739683916_6893122298342082314_n.jpg?_nc_cat=0&oh=c406d26994c01608ad8b20599483d6a8&oe=5B7EA921)

(https://scontent.flhr4-1.fna.fbcdn.net/v/t1.0-9/22086_10154057739673916_6783660501543553019_n.jpg?_nc_cat=0&oh=ceb33786616097c35ec3c9b6c2974443&oe=5B89B840)

(http://www.groundbranch.com/wp-content/gallery/screenshots/TeamRoom_01.jpg)

(http://www.groundbranch.com/wp-content/gallery/screenshots/rain_02.jpg)

(http://www.groundbranch.com/wp-content/gallery/screenshots/night_07.jpg)

(http://www.groundbranch.com/wp-content/gallery/screenshots/rain_01.jpg)

(http://www.groundbranch.com/wp-content/gallery/screenshots/night_06.jpg)

(http://www.groundbranch.com/wp-content/gallery/screenshots/night_05.jpg)

(http://www.groundbranch.com/wp-content/gallery/screenshots/night_04.jpg)

(http://www.groundbranch.com/wp-content/gallery/screenshots/night_03.jpg)

(http://www.groundbranch.com/wp-content/gallery/screenshots/night_02.jpg)

(http://www.groundbranch.com/wp-content/gallery/screenshots/Lighting_Update2.jpg)

(http://www.groundbranch.com/wp-content/gallery/screenshots/Preview_01.jpg)
Title: Re: Ground Branch
Post by: Asid on May 25, 2018, 06:58:12 PM
Ground Branch AI work-in-progress update #15

https://youtu.be/9OXooEt96eo


Published on Apr 12, 2017

Video showing some work on the cover probe actor for Ground Branch.
Title: Re: Ground Branch
Post by: Asid on June 02, 2018, 12:27:11 PM
1020 Testing Build Update - 2827723
02/06/18

Lots of bug fixes, quality of life updates and a few new things in this build. Some main points:
1.   Stacked inventory drop downs
2.   Testing grenade throw arc
3.   Some updates to spectator view
4.   NVG enhancements
5.   AI enhancements
6.   First pass at TH on Storage Facility (Its hard!)
7.   Tons of fixes and small changes that just make things better

Game
Build Id: 2827723
Approx. Size: 1.4gb
Dedicated Server
Build Id: 2827811
Approx. Size: 35mb

CHANGELIST:

CONTENT
* Ready Rooms
    * Added roster board back in
    * Cleaned up some misalogned geomtery
    * Rebuilt lighting in case that was the cause of slowdown (Don't think it was)
* Added icons for MP5SD Adapter and rail
* Turned down brightness on holosight reticles to get rid of blurryness in some lighting conditions
* Added roster board to Operations Rooms so players can tell who is still out in the common area

* Optimized wood hit effect

* Added icons for MP5SD Adapter and rail
* Turned down brightness on holosight reticles to help get rid of blurryness in some lighting conditions
* Added roster board to Operations Rooms so players can tell who is still out in the common area

* Changed wood hit effect to old one for now
    * Looks better
    * Sounds better
    * More efficient
* Set holosight reticle brightness up a few notches to make it more visible in different lighting conditions

* Opened entry to RR Shooting Range to be larger

* Updated NVG overlay mask
    * New look as well as corners/edges not masked for some minor peripheral vision
* 747
    * Now available in map list for TE game type testing
    * set some meshes to build distancefields and upped lightmap sizes
    * More work on terrain areas
    * Added blocking wall to edges of play space
    * Beginnings of work on main building

* New reticle for V3 sight
* Adjusted laser to be more visiible in more lighting conditions

* Added LODs for AKS-74u and M4_Block II

AI
* Added AIThreatSelectionComponent and broken out threat functions from GBAIController into that. Later will modify to allow better threat         scoring functions.
* Added AITest map for later use as regression testing for AI
* Modified BP_Badguy a little to not always fire full auto
* Added a few mission actor types for use in near future AI work
* Added some data assets for use with AI (navlink and ladder stuff)
* Modified a few BT nodes for use with ThreatSelectionComponent

* updated BP_TerroristHunt to spawn AI controlled operators and instantly start the round
     * makes for easier AI debugging etc.
* updated BT_GBAI
     * replaced old shoot - wait - stop shooting with a dedicated BTTask_ShootFirearm
     * added reloading check based on gameplay tags
     * AI can now shoot and move at the same time.
     * AI will now run to cover, to get LOS of sight etc.
     * AI will now move and look around randomly when set to Guard/Idle
     * added basic 'follow' command and relates tasks etc to use with the AI controlled operators when debugging terrorist hunt


CODE
* udpated GBCharacter to repliate ItemAnimationType from server (hopefully fixes getting stuck in wrong base pose after throwing grenade etc)
* hooked up to Steam's screenshot system so that screenshots captured in Steam no longer show UI elements.
    * FIXME - need to update it so it still includes "Work In Progress" watermark.
* removed deprecated Enaged FOV slider from video settings
* updated RBEvenetManager macros to remove unneeded extra parameter
    * updated all affected C++ classes.

* updated inventory slot system to stack similar items
    * 3 = grenades
    * 4 = equipment
    * selecting an item or slot again will put corresponding item away.
* updated grenades
    * attempt to improve how they are thrown
    * added basic arc to show trajectory - don't really like the idea of an arc, but we can try it.
* made attempt to fix dropped firearms stuck in full auto
* changed location of throw to take lean into account

* put missing pre-compile step back in uproject file
* moved AI assets from /Content/AI to /Content/GroundBranch/Core/AI or into Phil's dev folder.
* added IsAlive() to ITacticalInterface
* updated AIThreatSelectorComponent
    * switched back to Kris' method of threat checking to fix AI rushing for now
    * switched from using KeyNames to KeyIds.
* updated CoverPointActor
    * commented out PrimaryActorTick.bCanNeverTick = false to allow tick to be enabled for debug purposes.
    * added default scene root component in case coverpoint is used without a Blueprint to prevent it reverting to world origin.
* added IsSimulatingInEditor() to GBFunctionLibrary
* updated GBAIController
    * switched from using KeyNames to KeyIds.
    * added pitchj limit to UpdateRotation() when not aiming at an actor.
    * made sure BlackBoard value SelfCharacter was set to current character when ever Possess() is called.
* updated GBBotManager
    * made contstructor set BotControllerClass to /Game/GroundBranch/Core/AI/BP_AIController
    * renamed Add/RemoveBot to SpawnNewBot() and RemoveExistingBot().
    * fixed AddToSquad() creating multiple squad actors for bots in a coop game.
* created GBTriggerComponent::IsFiring()
    * returns true if TimerHandle_NextShot is valid and active.
    i.e. firearm is actually firing.
* updated AGBRoundManager::PreRoundFreezeStartedDefaults()
    * checks bots can enter play
    * if not, ensures they are prepped and have an insertion point selected.
* made sure all usages of WayPoint Blueprint were replaced with GBAIWayPoint
* updated BP_CoverPoint
    * replaced usage of static mesh and material interface with simple red or green sprites.
    * now shows debug line to the AI that has the point reserved.
* updated BP_Door_Swinging
    * removed ChildActorComponent that was used to spawn nav links.
    * added editor callable function to spawn nav links based on door collision extents.

* updated BP_GrenadeArc to use a spline to show the arc, with a simple sphere at the end to show if impact point (if any)
* updated WBP_FrontEndMenuManager, WBP_NetworkFailureOverlay & WBP_TravelFailureOverlay to include more information about the network/travel failure.

* created BTDecorator_IsVectorSet
    * wasn't sure if internal BB check would consider 0,0,0 as valid or not, so I so created this one - returns true if BB vector is not 0,0,0.
* updated BT_GBAI to fix follow branch that suddenly broke (UE4 baby!).
* moved all non-nav mesh bounds volume navigation related actors to _Geo maps.
    * made sure all doors spawned correct nav links.
    * made sure all gameplay maps had nav mesh volumes.
* modified nav mesh volume on TH-Depot to include train bridge insertion points
* created TH-StorageFacility
* updated TH-TankerShip
    * added nav links to empty door frames
    * added nav links to think walk stairs in engine room
    * updated living quarter AI spawns
        * removed spawn points
        * added spawn volumes that encompasse each entire level, include mid level (which originally had no spawn points)
        * added way points for each level.
        * setup the spawn volumes to random assign AI to patrol or guard.
    * add bridge to engine room patrol
* updated BP_Door_Swinging
    * improved check used by AI to dermine if door should open.
    * added trigger to close door on AI leaving it, if that AI was the last to use it, doesn't have a threat and the trigger has no other AI in it.

* added default character appearance & loadouts
    * loaded and stored in GBGameState.
    * used by GBGameMode if it ApplyCharAppearanceAndLoadout() doesn't find an appearance or loadout.
    * defaults are stored under /CharAppearances & /CharLoadouts, by profile name.
    i.e. NoTeam.kit, GoodGuys.kit
    FIXME - make default team kits.

* updated night vision goggles
    * overlay now appears on usage
    * post process is now cleared on death/no longer viewing someone with night vision enabled
    * whether or not a player has night vision enabled is now replicated
* updated BP_AN_PEQ_Master
    * listens for night vision event and will show/hide designator as required.
    * visible to anyone with night vision enabled.
    * Laser & Designator no longer turn off if unequipped.
* updated tac lights to not turn off if unequipped.
* updated rifle laser to not turn off if unequipped.
* updated BP_IRStrobe
    * listens for night vision event and will show/hide IR stobe effect as required.
    * removed ability to enable/disable - is just on by default.
    * only visible to team mates.
* disabled collision between characters while in the ready room.
    * quality of life change to reduce possibility of griefing and make it easier to move around in general
* updated GBCharacter
    * added IsNetRelevantFor() to include NetworkChannel check.
    * updated PossessedBy() to set NetworkChanell to 1 if in RR.

* updated UWorks from 18-08 to 18-11
* updated C++ & Blueprints affected by UWorks update.

* added report option to WBP_TeamKillOptions overlay
* created GBPlayerController::Report() for a player that does not forgive a team kill.
* updated ServerManager
    * added MaxTeamKillsBeforeKick config variable (defaults to 10)
    * added ReportTeamKill() that will kick of a 30 second timer if a report is placed against someone with MaxTeamKillsBeforeKick or more team kills.
    * added TeamKillCheck() timer that will kick anyone who still has MaxTeamKillsBeforeKick or more team kills once fired.

* updated GBCharacter
    * changed InventoryList to replicate to its owner.
    * updated DestoryInventory() to use InventoryList on server & look for attached client side autority items on client.
    * created DropItems() to send a gameplay event to the character ability system and kick off a predicted drop ability.
    * replaced OnItemRemovedFromInventory() and OnItemAddedToInventory() with InventoryItemRemovedEvent & InventoryItemAddedEvent.
* created default appearances & loadouts for Alpha & Bravo teams
* moved team profiles from /Content/TeamProfiles to /TeamProfiles
* udpated GBSkinDataAsset Swatch variable to get it to be part of "UI" asset bundle.
    * resaved all affected SKIN_ data assets.
* updated GBCharLoadoutInfo to clear existing inventory in case default had been applied first.
* updated GBItem
     * removed deprecated Drop() implementable event.
     * added OldGBInstigator as variable to OnSettingGBInstigatorEvent().
* updated GBPouch
    * added ModularPouchClass variable to track the modular pouch that originally represent a pouch (if any)
    * updated Encode/Decode functions to save/load the ModularPouchClass as ModularPouchId.
    * added timer to automatically replace a pouch with its ModularPouchClass if its valid and the instigator is a UICharacter.
    * updated WBP_CharacterEditor to get all modular pouches to replace themselves before saving the result.
* updated RBEventManager
    * removed UnboundEvents variable.
    * changed references to UnabountEvents with ObjectEventMap.Find(this).
    * renamed BoundEvents array to ObjectEventMap.
    * updated AddUnboundListener() & RemoveUnaboundListener() to use the Manager itself as the bound object insted of nullptr.
    * updated AddBoundListerner() & RemoveBoundListener() to add validity checks on both the InBoundObject and the InLister parameters.
* changed CharLoadoutVersion from 5 to 6 to force everyone to prevent any issues caused by missing or incorrect json entries in existing/old appearances/loadouts.

* moved default character teamprofiles, appearances & loadouts from root directory to /Content/GroundBranch/Core to make sure they are left alone.
    * updated C++ to reflect this change.
* fixed bug in GBPouch that prevent pouches attached to character from being decoded.
* added TeamProfiles, CharAppearances & CharLoadouts directories in the DirectoriesToAlwaysStageAsNonUFS array of DefaultGame.ini

* updated AGBSession::RegisterServer() to add a gentle warning instead of a hard crash if the net driver is missing or incorrect.


*** ENGINE CHANGES ***
* added NetworkChannel variable to Actor class to use as a quick way to filter relevancy.
* updated AActor::IsNetRelevantFor() to include NetworkChannel check.
* updated SetOwner() to copy owner's NetworkChannel to owned Actor.


FIXES
* FIXED bad rock hit effect that didn't have proper transparency setup
* FIXED falling through ground on Small Town near basement door
* FIXED missing illuminesent stripe on top of ACOG 4x32
* FIXED time limit crash caused if no maplist is defined (oops)
* fixed crash (I hope) due to bad component being accessed by particle collisoins on client/in stand alone game.
* fixed name of player missing when following in spectator mode
* fixed death overlay appearing during map change
* fixed not being able to use items after map change
* fixed spawning in RR when entering spectator mode for the first time
* fixed freecam spectator mode controls not working
    * adjusting speed with mouse wheel now works
    * moving up/down with space/c now works.
* FIXED incorrect scale on PMII_5-25x scope LODs
* fixed issue with selecting/using breaching charges
* FIXED missing illuminesent stripe on top of ACOG 4x32
* fixed insertion point to auto-selection in GBServerManagement::HandleToPlayArea()
* fixed chat overlay preventing player from clicking on spectator/rr buttons
* fixed inconsistent insertion point selection in RR caused by selecting an insertion point while game is already in progress (I hope).
* fixed possible nones in next BTXXX_XXX classses.
* FIXED mispelling of Flecktarn in customization screens
* FIXED grenades hitting invisible wall in RR shooting range
* FIXED missing collision on drywall walls in PowerStation map
* FIXED M4 block II muzzle devise(suppressor) location not correct
* FIXED M4 Block II magazine placement
* fixed slight horizontal offset on AK side mount for on the SKEL_AK74
* fixed AK side mount for on the SKEL_AKS-74u being way too far back to the rear of the mesh.
* fixed references to 'none' BP_AN_PEQ_Master & BP_IRStrobe when in character editor.
* fixed possible usage of missing GBInstigator or GBInstigator->Controller in BP_Grenade_Master
* fixed dropped binoculars not removing binocular overlay or making hands visible again.
* fxied inventory switching issue caused by non-replicated inventory list.
    * inventory list now replicated to owner only
    * requiring fixing several C++ classes and Blueprints that were hoping to access the non-owned inventory list on the client
* fixed slight offset on BP_1P78_Kastan_Scope.
* fixed scale being set on BP_PSO_1M2Scope.
* fixed BP_optical_PMII_5_25x not rendering due to odd scale on scene capture component.
* fixed bad default setup for BP_BodyArmour, BP_LBT_6094 & BP_TacticalVest.
* fixed rail attachments "walking" up the rail as they were if loaded and saved multiple times due to rounding errors.
* fixed BP_ModularAmmoPouch_Master based pouches spawned wrong replacement pouch if replicated when character is missing appropriate firearm.
* fixed skin swatch display for appearances and items in character editor.
* fixed character restrictions not limiting access to appearances/items that had no skins
* fixed magazines encoding non-external magzine components as there 'well'
* fixed platforms not applying skin to child pouches immediately

Title: Re: Ground Branch
Post by: Attila on June 04, 2018, 06:36:58 PM
Nice a new  Tactical Shooter (hope it will be realistic)
Title: Re: Ground Branch
Post by: Asid on June 10, 2018, 09:10:11 PM
1020 Testing Build Update - 2848626
09/06/18

 Small update with the focus on no more unlimited magazines and weapon/mag pickup. What you take magazine wise into the game is what you get now. Plus you can pickup and use dropped weapons/ammo.

Game

Build Id: 2848626

Approx. Size: 536mb

Dedicated Server

Build Id: 2848582

Approx. Size: 34mb

CHANGELIST:

CONTENT
* Changed some texture LOD bias settings so they aren't loading at 4k res
* Played with lazer beam material added world position sample into noise + moving directional offset and made some parameters (still needs some tweaking)

CODE
* removed deprecated Pending & TargetPickup arrays from GBCharacter
* updated GBDroppedItem class
    * updated SetupPhysics() so that bUseCCD = true is set BEFORE SetSimulatedPhysics(true).
    * disabled anti-rattle hackfix in OnPhysicsCollision() to test if updated SetupPhysics() fixes it instead.
    * removed MakeInteractive() and instead rely on MakeInteractiveEvent() blueprintable event to handle making a dropped item interactive.
* updated GBItemDropFrom() to ensure child items owner relevancy is up to date.
* updated GBPlayerController class
    * added InteractionTraceBlocked state variable to allow multiple abilities/actions to disable the interaction trace as required.
    * updated interaction trace to only work if IsAlive() is true
        * If is alive fails, InteractionTraceBlocked state variable and the CurrentInteractivePrimitive are reset.
    * interaction trace will swap to head location & rotation if not in first person.
* updated BP_DroppedFirearm
    * fixed interactive component being misaligned in multiplayer by using the replicated root component primitive origin instead of the        associated actor origin - why that was offset, I don't know!
    * added large interactive box collision to make it easier to high light
       * set widge & height that should encompasse most firearms, with the length adjusted based on each weapon.
    * widget updated to match world space of dropped item instead of center lower part of screen.
* created BP_DroppedMagazine based off BP_DroppedFirearm
* created new pickup animations from marketplace assets
* updated ABP_GBCharacter
    * moved shared IK prep to base rifle & hangun pose, making everything follow the poses much easier to work with and removing ht need for DisableHandOffPoseAlpha animation curves etc.
    * added KeepRightArmAlpha animation curve for use when playing a montage to allow the b_RightClav onwards to match the base pose while the montage plays on everything else.
    * fixed IK NoAim bone names and usage.
* udpated GA_PickupItems
    * fixed missing montages using newly created pickup animations

* updated GA_Reload_Master::GetNewMag()
    * removed unlimited magazine spawning
    * auto-magically finds fullest mag based on last magazine or default magazines class
    * adds simple on screen message with rough estimate of mag ammo count or indication that no magazine was found
* removed stubbs from GBAssetManager


FIXES
* FIXED Sunglasses clipping head mesh
* FIXED bad b_Item_Right location in A_Unarmed_X animations.
Title: Re: Ground Branch
Post by: Asid on June 12, 2018, 12:23:56 PM
1020 Testing Build Update - 2852726

Mainly bug fixes for crashes and broken admin login for dedicated server. Also a few changes, additions and updates.

Game

Build Id: 2852726

Approx. Size: 555mb

Dedicated Server

Build Id: 2852808

Approx. Size: 28mb

CHANGELIST:

CONTENT
* New glove option added
* More art passing on 747 map

* PowerStation
    * Added a couple AI spawn points in lower level
    * Rebuilt lighting
* Changed look of grenade arc to be a lot less viaually intrusive
    * Just trying out a subtle look that is less garrish but still useful

* New binocular overlay
* New weapon Mk18 Mod1
* New gloves added to customization
* Set LOD bias on some marketplace assets to reduce from 4k to 2k
* Cleaned up LM settings and collision on some Marketplace assets
* Storage Facility
    * Added more cover in outside lower area
    * Started art pass on lower outside area
    * Reworked East forest insertion area to provide more cover frompatrolling AI in TH mode

* PowerStation
    * Added a couple AI spawn points in lower level
    * Rebuilt lighting
* Changed look of grenade arc to be a lot less viaually intrusive
    * Just trying out a subtle look that is less garrish but still useful



CODE
* updated UWorks from 18-11 to 18-12.

* added GBInstigator check to BP_ModularAmmoPouch_Master ReplaceWithActualPouch() event.
* updated BP_Trigger_CustomiseOperator to ensure owning player was set to player controller 0 for newly created WBP_CharacterEditor.
* updated WBP_CharacterEditor Close event to remove set view target with blend call (unneeded and possibly casuing issues/crash)
* removed unused FrontendImage_Blur
* slight change to GBCharacter::PossesedBy() to make it set network channel to 1 or 0 depending on ready room status.
* updated GBFunctionLibrary::CreateGamePreviewWorld()
    * creates world in transient package using custom name without telling the engine about it.
    * does not set simluated physics to true.
    * no longers calls InitWorld(), InializeActorsForPlay() or BeginPlay().
    * manually sets bStartup & bActorsInitialised to true.
* removed hackfix for losing focus on multiple monitors from GBGameViewportClient.
* fixed possible nullptr in AGBPlayerController::SpectatingInputKey() if the function is called BEFORE spawning a spectator pawn.
* udpated AGBPlayerController::BulletWarnEndOverlap()
    * fixed possible nullptr in if the called with by a bullet with a null instigator.
    * improved same team check to reduce false screen flashes
    * added check to prevent bullet warn if instigator is inside the radious of the bullet warn trigger.

* fixed admin login

FIXES
* FIXED incorrect scaling on 416 AR
    * FIXED 416 iron sights scaling to match new 416 scale
* FIXED incorrect scaling on STANAG and Poly 556 mags
 *fixed editor complaining about references in WBP_PickupFirearm
* FIXED improperly scaled M16

Title: Re: Ground Branch
Post by: Asid on June 14, 2018, 10:48:43 PM
1020 Testing Build Update - 2861985

Small update with some good fixes and quality of life stuff. Trying out a 2 stage inventory selection UI. So instead of cycling through inventory you can now quick select and automatically equip. If you want to cycle inventory choices then hold the number key to get the UI.

Game

Build Id: 2861985

Approx. Size: 628mb

Dedicated Server

Build Id: 2861992

Approx. Size: 28mb

CHANGELIST:

CONTENT
* Removed some old pointlights left in areas whereinside playable space was removed in Tanker Ship
* Storage Facility
    * More art passing
    * Added blocking volumes around perimeter of map
* Changed magazine on screen info
    * Full mags no longer display a message
    * Moved message lower on screen
* Cleaned up M16 LODs

* Adjusted Flashbang detonation time from 4 seconds to 1.25 seconds
* Removed weapons (May come back in some form or another at some point)
    * 516
    * Tavor X95
* New AR Dbl Mag pouch mesh and textures
* Adjusted metal impact particle effect to be less pronounced

* Added new MP443 handgun
    * Temp materials for now
* More 747 art passing
* Reduced NVG eyepiece glow
* Reduced bllom effect a bit in Ready Rooms
    * Less glow around emissive stuff

* Reduced brightness of laser attachment by 25%

* Adjusted 416 sight material to have better color
* Sharpened M16 color textures a bit

CODE
* removed debug colliison visibility on dropped firearms & magazines
* added foot sync markers, foot step notifications and movement speed curves to latest iteration of unarmed animations

* updated BadGuysXXX kit files
* created BP_Pouch_Ammo_12Gauge
* updated BP_ModularAmmoPouch_Master to support magazines & loose ammunition (i.e. 12 gauge shells)
* updated shotgun reloads abilities to remove unlimited shells.
* adjusted camera movement in charactereditor
* enabled instant switching via item bar
    * tap and release for instant.
    * press and hold for scrolling/cycling
* removed "Grab" option from magazines for now
* added HUD toggle command when spectating on the "H" key.
* updated loading and transition screens
    * simpler/faster
    * walking dude should be more accurate/animate longer
    * should never get stuck at loading screen
* reworked the way way character editor is removed when hitting apply/revert
    * hopefully fixes the crash many people have been having :|

FIXES
* fixed charging handle and bolt not being animated during MP5 reload.
* fixed hand not moving with pump duing pump action reload (temp fix - needs work)
* fixed incorrect collision box on dropped magazines.
* fixed GBFirearm PreEncode() check calling DefaultSetup() instead of just adding a magazine.
* fixed BP_MPX_SBR, BP_MP7A2, BP_M24 & BP_SDASS_Martial being used without a valid sight of some kind.
* fixed AI getting stuck in infinite reload cycle when out of ammo.
* fixed crash in RBAnimationModified_FootPrep is trying to use without FootMarkerChannel name set.
* FIXED Tanker Ship AI getting into non playable area inside above Galley area
* FIXED incorrect front sight alignment on M16
Title: Re: Ground Branch
Post by: Asid on June 18, 2018, 06:38:47 PM
1020 Testing Build Update - 2871274

Mainly bug fixes and changes to make things work better.

Game

Build Id: 2871274

Approx. Size: 102mb

Dedicated Server

Build Id: 2871323

Approx. Size: 27mb

CHANGELIST:

CONTENT
* Added proper reticle for 1P78 Kashtan scope
* Updated TacShirt textures with color corrected variations
* Reduced look of blood hit effect
* Adjusted placement of various sights and weapon attachments to sit on rails better
* Added ability to place attachments an dnot just sights on MP7 top rail

* Setup 'Development' gametype for maps that are starting the development process, but are for enough along for players to run around in
    * Basically maps in the blockout stage the were proviously available only through the console
* Created Development (DV) OilRig map
* Cleaned up temp loading screen to be more readable (Still WIP)


CODE
* added Multiply as a default console key in DefaultInput.ini
* created RemoveLoadingScreenEvent as universal way to get the loading screen to fuck off.
* updated GBGameState to call RemoveLoadingScreenEvent if it not using a ready room or the ready room is part of the map and the lighting scenario is loaded & visible.
* added GBLocalPlayer::Exec() override to fix crash caused when calling Exec commands when the character editor world is visible.
* updated GBPlayerController
    * removed PostSeamlessTravel() override and event.
    * updated SetCharAppearance() & SetCharLoadout() to create info actors even if there is no character controlled.
* updated GBReadyRoomStreamer to call RemoveLoadingScreenEvent if lighting scenario is loaded & visible.
* cleaned up various stubbs/logs
* updated WBP_LoadingScreen
    * added listeners for RemoveLoadingScreenEvent to get it to fuck off.
    * rearranged layout to make it easy to read the game mode, map name and author.
* updated BP_GameInstance to remove need to call WBP_LoadingScreen::FinishedLoading.
* updated BP_PlayerController to remove OnPostSeamlessTravelEvent incorrectly trying to remove unused WBP_SeamlessTravelScreen
* removed deprecated WBP_SeamlessTravelScreen
* disabled Host Game entry in WBP_PlayDropDown_Content

* replaced RemoveLoadoutScreenEvent with LevelStreamingStatusEvent
* added ClientUpdateLevelStreamingStatus_Implementation override to GBPlayerController.
    * used this to call new LevelStreamingStatusEvent.
* removed calls to RemoveLoadoutScreenEvent in GBGameState & GBReadyRoomStreamer.
* updated GBReadyRoomStreamer to show RR lighting as soon as its replicated.
* updated WBP_LoadingScreen to use LevelStreamingStatusEvent instead of RemoveLoadoutScreenEvent.
    * checks if level is loaded and visible, else binds to OnLevelShown delegate.
    * failsafe timer if it can't tell or can't be arsed waiting.
    * this method works if level is streamed or loaded directly!
* updated quick-play/test batch files to make them more in line with DedicatedServer.bat
* updated WBP_WorldPrompt_X to automatically remove itself if its associated actor is invalid.
* updated BP_Trigger_ReadyRoom_Master to remove its world prompt if destroyed.
     * updated all child Blueprints to call parents EndPlay.
* updated BP_BriefingRoomDisplay to associate itself with WBP_WorldPromp_SelectInsertionPoint.
* added associated actor checks to WBP_WorldPrompt_X to remove themselves in case assocaited actors fails to.


FIXES
* FIXED Arms going through sleeves of Undershirt
* FIXED LBT-6094 going through some torso meshes around chest area
* FIXED bad material assigned to Tan goggles
* FIXED optic positioning on rail
    * HoloSight
    * Reflex Large
    * V3_HoloGraphic
    * RedDot Pro
      ACOG 4x32 and 6x48
* FIXED scale on STANAG and PolyMag magazines
* FIXED bad alpha channel causing "squares" in one of the metal hit effects
* FIXED IRStrobe not working (Hopefully)
* FIXED Some bad collision on Storage Facility cave walls
Title: Re: Ground Branch
Post by: Asid on June 22, 2018, 11:22:46 PM
Steam page is live: Here (https://store.steampowered.com/app/16900/GROUND_BRANCH/)

(http://www.groundbranch.com/wp-content/uploads/2018/06/steamstore-450x243.jpg)

"Its been a long time coming, but we have finally reached that elusive milestone. We feel the game is close to being ready for our Early Access launch so its time to let everyone know about Ground Branch. Tell everyone you know about the game and direct them to the store page for information and to join in by following the game and adding it to their wishlist to get all the latest information. We still have about 80 Pre-Order keys left before they are all gone, so lets sell them out! Things are going to start moving a lot faster from here on out.

To all of our supporters, thank you for all you have done to help get us to this point. And those just learning about Ground Branch, welcome and enjoy the ride!"

BlackFoot Studios Team
Title: Re: Ground Branch
Post by: Asid on July 09, 2018, 01:30:25 PM
1021 TESTING build available
GROUND BRANCH - JohnJ

A new build has been released on the Testing Branch. We hope to iterate and fix issues quickly so that we can push it to the Main branch in a few days.

The Testing Branch is available to all users simply by right clicking on the Ground Branch listing in your library and select Properties. Then select Beta and in the dropdown titles 'Select the beta you would like to opt into' select 'testing - GroundBranch testing build'.

You will then get an update and will now see Ground Branch(testing) in your library. You can fo back and forth between builds simply by changing that Opt-In option.

Highlights
•   First pass at nametags
•   Server admin overhaul
•   Pre-recorded voice/response menu system (temp voice work of course)
o   Default key is N
o   Menu system to allow players to use pre-made voice commands/responses
o   Menu setup and controlled by config files and can be either radial or "step out" style (default)
•   Removed shotguns from AI use for now
•   Config file issues fixed!
•   Win7/8/10 debug file placement sorted
•   Keybindings should properly save and load

Game

Build Id: 2929190

Approx. update Size: 3.5GB


Dedicated Server

Build Id: 2929193

Approx. update Size: 65mb


CHANGELIST:

CONTENT
* Cleaned up cuff area on TacShirt texture update
* SmallTown map
* Cleaned up area along back of building with basement to get rid of bad collision
* Added ladder to 2nd story entry door on back of building with basement
* New vertical grip attachment - Grippon
* Updated baseball hat mesh and materials
* Updated STANAG magazine
* Updated DumpPouch
* Storage Facility
* Art pass on right side tunnel system
* Cleaned up LM size, LOD and collison on various Marketplace assets used in maps
* Updated Boonie Hat
* Sharpened color swatch textures
*Testing new mesh paint plugin for nametags
* Player names will appear on back of platform
* This will be iterated on a bunch
* Added in new A Frame helmets (influenced by Crye Air Frame)
* Added in new Asian Male head
* Added in OKP-7 AK platform reflex sight
* Updated PMag model
* New ICON for Stanag Mag
* Updated pistol Mag pouch mesh/materials
* Updated splash screen (Thanks Scopey!)
* Changed texture LODbias setting for Low texture quality game setting


CODE
* attemped to get Steam authentication to properly report player information
* split GBServerManagement class into modular plugin called ZooKeeper
* stores server info under /ServerConfig/<separate ini files>
* automatically creates default ini files if any are missing.
* uses admin groups instead of defining commnads per-admin
* updated all affected C++ and Blueprints
* tested admin, voting, bans and team killing.
* added ban reason to WBP_NetworkFailureOverlay
* removed overridden UGBGameInstance::StartGameInstance()
* added multicast functions to GBGameState to display and update voting on client
* created BP_GameState to implement voting screen & updates.
* removed voting functions and events from GBPlayerController & BP_PlayerController.
* removed stubbs from WBP_LoadingScreen
* fixed players resurrected or send to play area by admin not being counted as &#39;alive&#39; by end round check.
* changed when character appearance/loadout info actors are created for the player controller.
* replaced CharLoadoutString usage with CharLoadout struct to bring it inline with usage of CharAppearance.
* updated all affected C++ and Blueprints.
* added additional stubbs/logging to GBGameState, GBGameMode & GBPlayerController to log when char appearance/loadout infos are not found or created.
* updated BP_InsertionPoint to change auto-validation to manual validation to allow for more precise setup
* removed WBP_Vote redirector
* tweaked sensiivity/response in WBP_RadialMenu
* replaced GBCharacterVoice with a primary asset based GBCharVoiceData.
* created test default VOICE_Default using voice messages from fatmarrow.
* added CharVoiceDataId setting to GBPlayerSettings.
* created simple WBP_NumMenu based off RavenShield PreRecoredMessage menu.
* created basic UserMenu system
* supports built in and user created versions using same name.
* currently supports basic liner num menu - radial to come.
* Title is based off file name.
* setup is based off first line.
* each line defines the text and command for each menu entry, separated by a single comma.
* created GBCharEmoteData based off primary asset.
* created GBInputOverrideInterface for usage with UserWidgets
* allows a user widget to override any input key or input axis, regardless of whether or not it has focus.
* updated GBPlayerController
* added InputOverrideWidget variable
* updated InputKey() to check against InputOverrideWidget via the GBInputOverrideInterface.
* added InputAxis() override to check against InputOverrideWidget via the GBInputOverrideInterface.
* updated WBP_RadialMenu
* removed OnMouseMove
* added GBInputOverrideInterface
* added OverrideInputAxis() Blueprint event for MouseX & MouseY
* changed CancelDistance value.
* changed CursorDeltaTotal clamp.
* updated WBP_NumMenu
* removed need for BP_NumMenuInputHelper (good riddance!)
* added GBInputOverrideInterface
* added OverrideInputKey() Blueprint event for number keys.
* updated WBP_RadialMenu_Entry to use a Index value by default.
* updated WBP_UserMenuManager
* added radial menu support
* temporarily changed BadGuysShotgunner primary from Martial to AK74SU.
* updated UserMenus
* type of menu is now decided by the command used to open the initial menu, rather then a setting in the menu.
* OpenLinearUserMenu - simple old-school numbered menu
* OpenRadialUserMenu - radial style menu
* OpenUserMenu - open menu based on previously used style.
* added named tag support back into GBPlatform using DoN Mesh Painting plugin
* added some additional commenting to GBItem.h for various Blueprint function tootlips.
* updated ZooKeeper plugin
* removed need for individial Init() checks
* replaced TWeakObjectPtr to current World with a GameInstance UPROPERTY() variable instead.
* created ZKSettings to hold list of all commands and so on for the plugin.
* added support to remotely setup the server via a randomly generated password
* greately simplified the maplist to remove reliance on JSon API
* created FZKReplicatedContent struct for use with Server/Client RPC&#39;s
* created UZKAdmin::FillRequest() to return a filled FZKReplicatedContent struct based on a request type.
* removed ShowServerManagerment exec from GBGameViewportClient
* now handlde by remote server setup provided by ZooKeeper plugin
* replaced admin group and commands in AGBPlayerState with simple &#39;bOnDuty&#39; bool
* updated GBPlayerController
* created Get/Set RPC&#39;s for use with remote server setup
* took control of InGameMenu BP_PlayerController
* took control of DeathOverlay from WBP_HUD
* took control of ChatManager from WBP_HUD
* added system to handle full screen widgets focus
* includes priority system so that one full screen widget will maintain focus over another
i.e. chat box will keep focus even when death overlay appears
* handles changing input and focus between UI/Game and flushing pressed keys.
* removed need for Show/HideChatEvent&#39;s
* created WBP_WidgetInter
* created WBP_Admin_Manager
* handles remote admin commands, server settiners and map list for now.
* will add add/remove admin, admin groups next.
* required modifying the WBP_ServerAccess_Manager
* created WBP_Vote
* required due to changes made to WBP_ServerAcess_Manager
* hooked it into the vote drop down menu.
* removed first person spring arm for camera when dead
* old school snappy/jerky death cam here we come.
* updated AGBGameMode::Logout() to forcibly destroy the pawn of a player logging out while in the ready room
* misc fixes/tweaks to ZooKeeper for shipping builds
* updated spawn manager C++ & Blueprint so enable AI spawned in TH to be freeze until after players have unfrozen
* added version checking to GBPlayerInput
* this will automaticall DELETE existing Input.ini file if it is deemed to be out of date.
This should prevent the current issues we&#39;ve been having where people have older Input.ini files
with keys bound to commands that no longer exist.
* created server info board to display server name and motd in-game (deja-vu anyone?)
* removed MOTD from loading screen
* added support for command line ini file overriding for any ZooKeeper
i.e. ServerINI=ServerTwo will read server settings from /ServerConfigs/ServerTwo.ini instead of default /ServerConfigs/Server.ini
* added FZKOnServerSettingsUpdated delegate to ZKServer class
* hooked up GBGameSession to FZKOnServerSettingsUpdated to it servername, MOTD etc will update with out needed to restart the map/server.
* created UGBPlayerInput::SetDefaults()
* ensured it sets the version to the latest version BEFORE saving.
* updated UGBPlayerInput::ValidateInputSettings() to use UGBPlayerInput::SetDefaults() instead of manually clearing and reloading ini.
* updated UGBUIFunctionLibrary::ResetBindsToDefault() to use UGBPlayerInput::SetDefaults() instead of manually clearing and reloading ini.
* made UGBUIFunctionLibrary::SaveBinds() & UGBUIFunctionLibrary::ForcePlayerInputUpdate() two distinct functions.
* updated WBP_Settings_Controls due to C++ changes.
* added proper location for AI loadouts to DirectoriesToAlwaysStageAsNonUFS in DefaultGame.ini
* slighting tweaked unanamed server name created by ZKServer
* created GBGameState Set functions for Server Name & MOTD
* updated GBGameSessions
* moved RegisterServer() call to InitGame() from OnPostMapLoad()
* unbound and removed redundant OnPostMapLoad() function.
* update SetBasicServerDetails() to also update the gamestate if present.
* added elevateplayer to DefaultZooKeeper.ini
* fixed pre recordered voice not playing for local player
* moved ChatMessageManagerWidget creaton from ShowChat() to ClientSetHUD_Implementation().
* changed version number from 1020 to 1021

FIXES
* FIXED replicated loadouts being applied to locally controlled client causing duplicate head items that would not obey head visibility changes.
* FIXED chat not wokring in non-coop games
* FIXED bad insertion point spawns in TE-SmallTown
* FIXED missing collision on Power Station outide wall
* FIXED crash caused by possible nullptr in GBGameState Teams array if UGameStateInitEvent() is called BEFORE all TeamInfo&#39;s have replicated properly
* FIXED crash caused by possible nullptr duing seamless travel if player is created before the game mode can spawn its PlayerStartManager.
* FIXED misc issued in DonMeshPainting plugin caused by not adhering to Server is Painter model
(our fault, not the plugins)
* FIXED 15x100mm riser not attaching
* FIXED binds not being saved while in main menu
* FIXED missing DEFAULT BINDS button in controls menu.
* FIXED EyeBias not working - point shooting should now be easier.
* FIXED misc left over redirectors
* FIXED bPlayBackgroundSounds config variable ending up in an ini file that is just the &#39;.ini&#39; extension (no actual name)
* FIXED GBPlayerController constructor crash for shipping server build.
* FIXED SmallTown slowdown inside building stairwell

Title: Re: Ground Branch
Post by: Asid on July 21, 2018, 12:19:04 AM
1021 Testing Build Update - 2963514

Lots of optimizations and quality of life improvements.

Major known issues
•   Due to aggressive optimizations on Tanker Ship there are some odd visual bugs with large shadows in the distance
•   New signage in Ready Room is temporary. Trying out different ideas other than floating tool tips
•   Storage Facility is in the middle of some structural changes to how the level is built and may exhibit framerate and visual issues with the main tunnel

Highlights
•   Reworked Ready Room system to address APPLY button crash (should be gone)
•   VOIP is back! 'V' for proximity voice and 'B' for radio usage. still more work to do but its working again.
•   Created TE and DM version of Depot_Compound for games in smaller area
•   Dead bodies and dropped items should now properly disappear over time in TE and DM games that do not have a specified end state
•   Numerous optimizations to rendering and animation that provide performance boosts in all maps and gametypes, but especially in Terrorist Hunt and Tanker Ship day and night maps

Game

Build Id: 2963514

Approx. Size: 1.3GB

Dedicated Server

Build Id: 2963522

Approx. Size: 39mb


CHANGELIST:

FIXES
* FIXED OKP-7 reticle wrapping around during extreme viewing angles
* FIXED incorrect cyclic rate on MP7, MPX, MP5SD5 and MP5SD6
* fixed toggle hud not resetting.
* fixed prev user menu not being cleaered if opened again
* fixed missing sound classes and attentuations on various sound cues
* fixed end of round screen not having focus in solo TerroristHunt
* fixed dropped items and dead bodies not automatically removing themselves in non-round based game modes
* fixed pickup prompts not being removed if associated dropped item is destoryed while prompt is visible
* fixed incorrect ready room usaged in TE-Maps
* fixed BP_ServerInfOBoard not updating properly (I hope)
* fixed BP_TeamRoom_FillerWall still being visible but non-solid on clients


CONTENT
* Added in ComTac optoin for A-Frame helmet
    * Currently not working... Kris, help!!!!!!!

* Kris helped John get ComTac workign on A-Frame
    * Yay Kris!!!!!!
* Added in new Asian head assets that were missed

* created BP_TeamRoom_FillerWall that will remove itself in team games. Allows us to use 1 RR for all gametypes
* RR setup
    * Created single RR for all gametypes
    * Added customization area
    * Deleted old RR map

* Adjusted lightmap UVs and collision on various meshes for more efficient use
* Adjusted DistanceField values on some SmallTown assets
* Created and/or adjusted LOs for various TankerShip and SmallTown assets
* Optimized particle effects used in TankerShip

* TankerShip
    * Optimizations in lighting, collision and mesh LODs that get significant rendering boost
    * Still need to optimize AI and character usage of space as the majority of the current slowdown comes from that at this point
    * Some light LOD adjustments for interior lights
    * Moved Daytime light optimizations over to night lighting scenario (still more to do)
* Depot map
    * Rebuilt lighting on Production
* Training maps
    * Added Customization area


CODE
* updated GBGameState to clear all associated timers when destroyed in the hopes it fixes crash related to timed delayed event call.
* updated GBGameMode to clear all associated timers when destroyed in the hopes it fixes crash related to timed delayed event call.
* updated RBEventSubsystem
    * moved RBEventManager initlisation to its on function - Init()
    * added call to RBEventManager::Init() during module load.
    * split most of the work done by OnWorldCleanup() into dedicated CleanUp() function.
    * bound RBEventManager to PreLoadMap() global delegate that would call new CleanUp() function.
        * Should mean RBEventManager ckeans up on hard map change and streaming map change, for server and clients.
    * removed old editor code created for initial version that was superceded when event were made into objects instead of structs.
* simplified initilisation of RBSurfaceLinkManager
* simplified initilisation of RBZooKeeper

* corrected AGBGameState::EndPlay() calling ADDLISTENER instead of REMOVELISTENER
* corrected AGBReadyRoomStreamer::EndPlay() calling ADDLISTENER instead of REMOVELISTENER
* added RR streamer back to TH-PowerStation
* first pass on GBVOIPManager
    * records local mic
    * sends data using Steam P2P API to other players
    * receives data using Steam P2P from other players
    * creates audio component for each player sending if missing one.
    * adds received data to audio component streamable sound wave que.
    * destroys audio component when audio is no longer being played, player state is invalid or its been X seconds since they last talked.

* added missing include to RBSurfaceLinkModule for shipping builds

* added game mode options MaxDroppedItems & MaxDeadBodies as additional way to limit related actors with larger player counts
    * by default, dropped items and bodies will automatically remove themselves as their previous owner dropps similar items or dies.
    Using the MaxXXX options will force this issue regardless.
* replaced hard coded spectator controls with bindable versions.
* tweaked various attentuations
* updated BP_DestructibleWindowPane_Master
    * fixed destructible component not being reset
    * fixed decals not showing up by replacing them with static mesh components
    * fixed last bullet being blocked when window first shattered
* updated WBP_BoudKey
    * allows you to specify action name or key
    * now has icons specified for nearly every key
* removed redundant VOIP related code from various C++ classes and Blueprints
    * pretty much all handled by VOIPManager object in GBPlayerController now
* updated GBVOIPManager
    * created separate P2P channels for radio & voice
    * made it Blueprintable
    * added attenuation and audio class variables
    * added radio squelch and radio background loop support.
    * added cache for voice buffer to prevent trying to send too much info in one go.
    * added checks to SendVOIPBBuffer() based on radio status, team relationship etc
* updated AGBPlayerController::ClientSendPreRecRadioMessage()
    * uses playerstate instead of character FName
    * routes sound cue through VOIP manager removing need for duplicate code for radio squelches etc.

* updated character and item editor to use in-game location
    * requires placing BP_CharacterEditor_ReferencePoint where you would the character/item to spawn.
* removed all C++ and Blueprint privew world usage
* updated GBCharAppearanceData to ensure skeletam mesh that is created does not update animation or bones unless rendered.
* updated GBPlatform to ensure platform mesh does not update animation or bones unless rendered.
* updated GBClothing to ensure clothing mesh does not update animation or bones unless rendered.
* updated GBCharacter to not update animation or bones of mesh in standalone games unless rendered.
* updated GBItem to ensure all skeletal mesh component saved do not update animation or bones rendered.
    * resaved skeletal mesh based items to ensure they benefit from this change
* updated many static mesh based items to add aggressive max render distance.

* made AGBGameState::SetLightScenarioVisibility() BlueprintCallable
* updated BP_Trigger_CustomiseOperator
    * uses SetLightScenarioVisibility() to toggle lighting scenario if not in the RR
    * calls DisableInput on entering the character editor, leaving the ready room AND leaving the customisation trigger.
* updated WBP_CharacterEditor
    * made sure spawned actors are destroyed on widget destuction
* added character editing area to to Example_Map and rebuilt lighting

* disabled various stubbs related to VOIPManager to log spam

* disabled some warnings related to default loadouts
    * server really doesn't need to no that anyway.
* added ready room check to dropped items to make them disappear quickly if dropped while in ready room
* created BP_LockerNamePlate
    * displays player names based on team/coop/deathmatch
    * attempts to keep the same locker assigned if possible.
    * names will scroll if too long.
* created BP_PrepAreaSign & related widget
    * adapts to coop, team or non-team games.
    * scrolls text
* created BP_OperationsSign & related widget
* created BP_ShootingRangeSign & related widget
* removed world prompts from RR triggers.
* removed old RR drone assets
* removed deprecated BP_ReadyRoom_Team
* removed deprecated BP_PlayArea_Door
* created TE-Depot_Compound based on old Depot_Compound
* created DM-Depot_Compound based on old Depot_Compound

Title: Re: Ground Branch
Post by: Asid on July 22, 2018, 12:15:06 AM
Update to yesterday's Testing branch build
21 July - JohnJ

This is mainly a bug fix update to yesterday's Testing branch build that also brings with it many VOIP improvements.

Major Known Issues
•   Still some crashes when using VOIP. Mainly during and after a map change


Highlights
•   Continued rework of VOIP for better use

Game
Steam Build ID: 2965352
Approx. Size: 589mb


Dedicated Server
Steam Build ID: 2965356
Approx. Size: 93mb


CHANGELIST:

FIXES
* FIXED Male 04 head protruding through balaclava
* FIXED missing icon for Male 04
* fixed zoom in character & item editors
* FIXED some bad UVs in TacticalVest platform
* FIXED Nameplates on vests now light properly while in shadows

CONTENT
* Removed AN_PVS27 from build (Not ready for use yet)
* Ready Room
    * Performance increases due to ongoing optimizations


CODE

* updated GBVOIPManager
    * instead of stopping/starting existing voice audio component, will now remove it if switching between voice/radio
    * adds/removes voice audio component to/from root to absolutely ensure there is no garbage collection while in use.
    * rearranged various pieces of code to work better together.

* split VOIP sound class into VOIP_Radio & VOIP_Voice classes
* updated BP_VOIPManager
    * set voice & radio sound classes
    * setup attentuaion settings
* updated GBPlayerSettings
    * added bToggleVoice variable to give player choice of push to talk or toggle on/off.
    * added bShowVoiceIcon, bShowVoiceMutedIcon & bShowRadioIcon variables to control which VOIP icons are visible.
* updated GBVOIPManager
    * separated radio & voice functions.
    * added support for toggle and push to talk voice.
* updated WBP_Settings_Audio
    * added widgets to set voice toggle & VOIP icons
    * added volume slider to control radio
    * updated test sounds for voice & radio to distinguish between them
* updated WBP_HUD to adjust positoin of VOIP icons
* updated WBP_VOIP_Indicator
    * added voice mute icons
    * added support for voip icon player settings.
* created SoundOcclusion collision trace type
    * defaults to ignore
    * added it to block all, block all dynamic profiles and similar.
    * updated attenuations that had occlusion enabled to use this channel
* updated BP_ChainlinkFence to ignore SoundOcclusion tracetype
* updated BP_Character & BP_VOIPManager to set voice attentuaion tracetype to SoundOcclusion
* updated ReadyRoom
    * set blocking volume naerest to shooting area to block player
    * set exit volume to block sound occlusion to muffle sounds of firing etc.
Title: Re: Ground Branch
Post by: Asid on July 23, 2018, 07:58:57 PM
Another small Testing branch update
GROUND BRANCH - JohnJ

This is a small update with a few fixes and some changes to VOIP as well as a small physics change to help with the character/weapon jitter once dropped or dead. Because its all now client side you may notice some dropped weapons and/or dead bodies are not visually in sync between all clients. This will be fixed once we figure out the best way to do so and still be server side so things are sync'd between clients.

Game
Build Id: 2969461

Approx. Size: 665mb


Dedicated Server
Build Id: 2969466

Approx. Size: 27mb

CHANGELIST

FIXES
* FIXED Manufacturer copyright issues with MPX texture and started to add custom labeling
* FIXED missing section of Storage Facility

CONTENT
* Tanker Ship
    * Cleaned up soem more navmesh in non playable areas
    * Added missing collision on main structure wall
    * Production lighting build

* Storage Facility
    * Made some design adjustments to main tunnel to help rendering
    * Setup cull distances for objects in main tunnel area
    * Adjusted distance field settings for a few objects
* Upped lightmap resolution for a few tree types


CODE

* enabled debug messages for default kits to see WTF is going on for online servers and Team Elimination

* change voice data from using cues to waves
    * updated affected C++, Blueprints and other assets.
    * removed voice sound cues from P4.
* created GBSoundNodeMasterSlave - "Master Duration" sound node.
    * allows playing two or more sounds together, but ending them all when the master sound ends.
    * using this to replace the need for multiple audio components to support radio squelches & transmission noise
* created A_RadioWrap_Cue & A_VoiceWrap_Cue for use with GBVoipManager
* updated GBVoipManager
    * swapped to using wrap cues, replacing need for multiple audio components for radio based comms.
    * removed voice/radio classes - now part of wrap cues
    * removed BackgroundRadioComponent variables since it is no longer needed.
    * removed attentuaions - now part of wrap cues
    * updated Tick() to only bother attempted to list, send or receive if there is a valid world, game state, playerstate & pawn.
    * replaced VOIPDataMap with VOIPDataList (TMap to TArray) to avoid TMap issues
    * created separate PreRecList for the pre-recorded radio sounds
* added check to GBDroppedItem to tell it to settle the fuck down after 5 seconds if its jittering still
* made dead bodies entirely client side until we sort out a server to client physics issues that make em' wiggle
Title: Re: Ground Branch
Post by: Asid on July 24, 2018, 11:25:43 AM
Small update to take care of oversight.
GROUND BRANCH - KrisRedbeard

Small update to take care of oversight with client side only dead bodies and more VOIP tweaks.

Game

Build Id: 2970283

Approx. Size: 210mb

Dedicated Server

Build Id: 2970287

Approx. Size: 23mb

CHANGELIST:

CONTENT
* Small Town
    * Adjusted window coverings to fit correctly (Were off a small amount)
    * Added a few fill lights back in to some interiors

* adjusted volumes/attentuations of VOIP wrap cues
    * radio squelches and transmit should be much quieter
    * voice is twice as loud
    * radio is three times as loud.
    * attenuation distance went from 25m to 50m

CODE
* changed bodies to handle ragdoll physics on client, but destruction/pooling on server.

* updated GBVOIPManager
    * changed voice audio attachment to setworld location so that changes in character etc are handled correctly.
    * changed MaxVoiceDistanceSquared from 25m squared to 50m squared.
Title: Re: Ground Branch
Post by: Asid on July 27, 2018, 01:53:25 PM
1021 main is live
27 JULY   - JOHNJ

v1021 is now out of the testing branch and the default branch for Ground Branch. Please see the changelists from the past 1021 Testing builds to see what is new if you haven't been on the Testing branch.

We have also started putting together users guides in the Guides section. First up is how to setup a Dedicated Server.

Game

Build Id: 2970283

Approx. Size: 4gb

Dedicated Server

Build Id: 2970287

Approx. Size: 107mb
Title: Re: Ground Branch
Post by: Asid on August 02, 2018, 11:36:43 AM
1022 TESTING Build update

Lots of fixes as we try to polish this thing up for Early Access! Some notable items are lots of new randomization with doors and ladders into the rail cars. More breakable glass to and continued optimizations. :)

We also added system where smoke grenades block LOS to AI. It works fairly well but still has some issues. We are also on the trail of the non-sync'd doors.

Game

Build Id: 2997597

Approx. Size: 1.2gb

Dedicated Server

Build Id: 2997602

Approx. Size: 44mb

CHANGELIST:

FIXES
* fixed clientside items attached to character not being destroyed when dead bodie is removed in non-round based games
* fixed potential nullptr crashing client in UGBVOIPManager::OnVOIPAudioFinished()
* fixed erroneous collision in doorways blocking entry to certain rooms in SmallTown
* FIXED Mis-aligned 1911 magazine
* fixed triggers on door having bullet collision blocked
* fixed collision on Warhouse_Window_Large_A_Glass stopping BP_DestructibleWindow_Depot from working properly
* fixed bad ladder pos in Depot_Geo stopping you getting in box car.
* FIXED NVG headgear intersecting the back of one of the male heads
* FIXED white squares in glass hit effect
* FIXED Large relfex sight not fitting on risers (works on 100mm risers only)
* fixed 90 turn in place angle being set when ever player stopped moving
* fixed right hand IK joint target
* fixed toggle run not being toggleable unless you're running
* fixed ladder movement using MaxWalkSpeed (6m/s) as apposed to MaxWalkSpeedForward(1.4m/s)
* fixed climbing up ladder beyond ladder exents when its incorrectly placed.
* fixed crash caused by TWeakPtr being null in RBEventManager
* fixed roller doors being out of sync between server/client
* fixed sight offset/rotation remanining even when firearm changes
* fixed collision profiles to incorrectly blocking projectiles
* fixed grenade arc staying on character death
* fixed live grenade not exploding on character death
* fixed freelook resetting to aim adding roll to view rotation
* fixed flash bang sound not being attenuated
* fixed terrorist hidey holes near bridge in TankerShip
* fixed incorrect auto-generated collisoin for S_TankerShip_DoorFrame
* fixed incorrect auto-generated collisoin for S_Window_Outside
* fixed over simplified collision for S_Structure_Story_B_Right
* FIXED collision on Tanker Ship windows preventing weapons from going through
* fixed default firing mode not being set
* fixed not having a firearm selected on spawn
    * will now force one up after about 2 seconds if one is not chosen first.
* fixed grenade safety lever / spoon not detaching on clients


CONTENT
* Added random door setting to Euro boxcar BP
* Added random start position to Rollup Door BP
* Depot
    * Added in breakable glass to warehouses
    * Fixed up some missing collision on warehouse outside stairs
    * Setup rollup doors and boxcar doors to have random open/close states upon map start (all gametypes)
    * FIXED tree instersecting gaurdrail
    * FIXED tree that grows and shrinks based on distance
* Storage Facility
    * Broke geometry up into sections for possible streaming optimization later
    * Lots of LOD work settign cull distances and more agressive reductions
    * setup missing physical materials on a few ojects
    * PRODUCTION light build
* Depot
    * Added ladders to boxcars for entry when doors are open
    * Cleaned up a few mesh cull distances
    * PRODUCTION light build
* Cleaned up some bad collision on Euro_Boxcar
* Added LODs to a few meshes
* Replaced old AmericanElm mesh in Depot with newer version that has proper LODs

* TankerShip
    * Added breakable windows to outside walls (Will add rest after some testing)
    * Cleaned up some collision on superstructer parts
    * Refined some LOD settings for various objects
* Cleaned up collision on BoxCar model
* Added LODs to various meshes (required lightbuild on some maps



CODE
* adjusted volumes/attentuations of VOIP wrap cues
    * radio squelches and transmit should be much quieter
    * voice is twice as loud
    * radio is three times as loud.
    * attenuation distance went from 25m to 50m
* updated GBVOIPManager
    * changed voice audio attachment to setworld location so that changes in character etc are handled correctly.
    * changed MaxVoiceDistanceSquared from 25m squared to 50m squared.
* updated BP_DestructibleWindowPane_Master to add support for multiple panes
    * decals don't always seem to want to stay around on client for some reason, despite being CLIENT SIDE in the first place :|
* updated BP_DestructibleWindow_Depot to be based off updated BP_DestructibleWindowPane_Master .
* updated laser/flash attachments to turn off on characters death or shortly after being dropped.
* Incremented Project Verion to 1022

* combined obstructed & offtarget curves into one another
    * removed deprecated obstructed curves
    * updated affected Blueprints
    * added support for Curve_Offtarget_AnchorRot in animation blueprints
    * updated base rifle & handgun offtarget curves to add low/high ready & low/high obstructed
* updated GBCharacterMovement
    * removed deprecated functions/code
    * updated affected C++/Blueprints
    * updated ladder movement to make forward always = up, backwards always = down, regardless of view angle
* updated GBCharacter
    * removed deprecated functions/code
    * updated affected C++/Blueprints
    * added temp fix for running while engaged arm jitter - a "FastWalkSpeed" to use against IsRunning() etc.
* updated BP_BoxCar
    * rolled back mesh to one that included ladders.
    * renamed BoxCar_EastEuro to S_BoxCar_EastEuro
    * updated collision to take ladders into account
    * added ladder support to all ladders
    * ensured doors were in sync between server client
    * ensured side ladders are enabled/disabled based on related doors being open/closed
* created BP_TankerCar
    * updated S_Train_TankerCar_A simple collision to better match actual mesh
    * added support for its one ladder based on BP_BoxCar
* removed need for animation blueprint in BP_Door_Rollup
    * removed deprecated ABP_Warehouse_Door_Rollup_A
* updated BP_Explosion_M67 to change how it determines what to damage
    FIXME -  still possibly to avoid damage by becoming intimate with poles :(

* created BP_Explosion_Smoke_Master
    * spawns a visibility blocking collision sphere expands/contracts to prevent AI seeing through
    * updated all smoke grenades to use this as their base explosions
* removed erroneous spawn point for AI in DM-TankerShip
* added additional nav mesh modifiers to Tankship_Geo to prevent possible AI navigation issues.
* added missing low obstructed to rifle curves

* created bDefaultOffTargetToHighReady player setting
    * allows the player to default to high ready instead of low.
* created GrenadeSwitch player setting
    * optiosn include prev items (default), similar grenades or nothing (old).
* removed way out of date ABP_Character_OLD
Title: Re: Ground Branch
Post by: Asid on August 03, 2018, 01:37:21 PM
1022 TESTING Build update
GROUND BRANCH - JohnJ

Lots of fixes as we try to polish this thing up for Early Access! Some notable items are lots of new randomization with doors and ladders into the rail cars. More breakable glass to and continued optimizations. :)

We also added system where smoke grenades block LOS to AI. It works fairly well but still has some issues. We are also on the trail of the non-sync'd doors.

Game

Build Id: 2997597

Approx. Size: 1.2gb

Dedicated Server

Build Id: 2997602

Approx. Size: 44mb

CHANGELIST:

FIXES
* fixed clientside items attached to character not being destroyed when dead bodie is removed in non-round based games
* fixed potential nullptr crashing client in UGBVOIPManager::OnVOIPAudioFinished()
* fixed erroneous collision in doorways blocking entry to certain rooms in SmallTown
* FIXED Mis-aligned 1911 magazine
* fixed triggers on door having bullet collision blocked
* fixed collision on Warhouse_Window_Large_A_Glass stopping BP_DestructibleWindow_Depot from working properly
* fixed bad ladder pos in Depot_Geo stopping you getting in box car.
* FIXED NVG headgear intersecting the back of one of the male heads
* FIXED white squares in glass hit effect
* FIXED Large relfex sight not fitting on risers (works on 100mm risers only)
* fixed 90 turn in place angle being set when ever player stopped moving
* fixed right hand IK joint target
* fixed toggle run not being toggleable unless you're running
* fixed ladder movement using MaxWalkSpeed (6m/s) as apposed to MaxWalkSpeedForward(1.4m/s)
* fixed climbing up ladder beyond ladder exents when its incorrectly placed.
* fixed crash caused by TWeakPtr being null in RBEventManager
* fixed roller doors being out of sync between server/client
* fixed sight offset/rotation remanining even when firearm changes
* fixed collision profiles to incorrectly blocking projectiles
* fixed grenade arc staying on character death
* fixed live grenade not exploding on character death
* fixed freelook resetting to aim adding roll to view rotation
* fixed flash bang sound not being attenuated
* fixed terrorist hidey holes near bridge in TankerShip
* fixed incorrect auto-generated collisoin for S_TankerShip_DoorFrame
* fixed incorrect auto-generated collisoin for S_Window_Outside
* fixed over simplified collision for S_Structure_Story_B_Right
* FIXED collision on Tanker Ship windows preventing weapons from going through
* fixed default firing mode not being set
* fixed not having a firearm selected on spawn
    * will now force one up after about 2 seconds if one is not chosen first.
* fixed grenade safety lever / spoon not detaching on clients


CONTENT
* Added random door setting to Euro boxcar BP
* Added random start position to Rollup Door BP
* Depot
    * Added in breakable glass to warehouses
    * Fixed up some missing collision on warehouse outside stairs
    * Setup rollup doors and boxcar doors to have random open/close states upon map start (all gametypes)
    * FIXED tree instersecting gaurdrail
    * FIXED tree that grows and shrinks based on distance
* Storage Facility
    * Broke geometry up into sections for possible streaming optimization later
    * Lots of LOD work settign cull distances and more agressive reductions
    * setup missing physical materials on a few ojects
    * PRODUCTION light build
* Depot
    * Added ladders to boxcars for entry when doors are open
    * Cleaned up a few mesh cull distances
    * PRODUCTION light build
* Cleaned up some bad collision on Euro_Boxcar
* Added LODs to a few meshes
* Replaced old AmericanElm mesh in Depot with newer version that has proper LODs

* TankerShip
    * Added breakable windows to outside walls (Will add rest after some testing)
    * Cleaned up some collision on superstructer parts
    * Refined some LOD settings for various objects
* Cleaned up collision on BoxCar model
* Added LODs to various meshes (required lightbuild on some maps

CODE
* adjusted volumes/attentuations of VOIP wrap cues
    * radio squelches and transmit should be much quieter
    * voice is twice as loud
    * radio is three times as loud.
    * attenuation distance went from 25m to 50m
* updated GBVOIPManager
    * changed voice audio attachment to setworld location so that changes in character etc are handled correctly.
    * changed MaxVoiceDistanceSquared from 25m squared to 50m squared.
* updated BP_DestructibleWindowPane_Master to add support for multiple panes
    * decals don't always seem to want to stay around on client for some reason, despite being CLIENT SIDE in the first place :|
* updated BP_DestructibleWindow_Depot to be based off updated BP_DestructibleWindowPane_Master .
* updated laser/flash attachments to turn off on characters death or shortly after being dropped.
* Incremented Project Verion to 1022

* combined obstructed & offtarget curves into one another
    * removed deprecated obstructed curves
    * updated affected Blueprints
    * added support for Curve_Offtarget_AnchorRot in animation blueprints
    * updated base rifle & handgun offtarget curves to add low/high ready & low/high obstructed
* updated GBCharacterMovement
    * removed deprecated functions/code
    * updated affected C++/Blueprints
    * updated ladder movement to make forward always = up, backwards always = down, regardless of view angle
* updated GBCharacter
    * removed deprecated functions/code
    * updated affected C++/Blueprints
    * added temp fix for running while engaged arm jitter - a "FastWalkSpeed" to use against IsRunning() etc.
* updated BP_BoxCar
    * rolled back mesh to one that included ladders.
    * renamed BoxCar_EastEuro to S_BoxCar_EastEuro
    * updated collision to take ladders into account
    * added ladder support to all ladders
    * ensured doors were in sync between server client
    * ensured side ladders are enabled/disabled based on related doors being open/closed
* created BP_TankerCar
    * updated S_Train_TankerCar_A simple collision to better match actual mesh
    * added support for its one ladder based on BP_BoxCar
* removed need for animation blueprint in BP_Door_Rollup
    * removed deprecated ABP_Warehouse_Door_Rollup_A
* updated BP_Explosion_M67 to change how it determines what to damage
    FIXME -  still possibly to avoid damage by becoming intimate with poles :(

* created BP_Explosion_Smoke_Master
    * spawns a visibility blocking collision sphere expands/contracts to prevent AI seeing through
    * updated all smoke grenades to use this as their base explosions
* removed erroneous spawn point for AI in DM-TankerShip
* added additional nav mesh modifiers to Tankship_Geo to prevent possible AI navigation issues.
* added missing low obstructed to rifle curves

* created bDefaultOffTargetToHighReady player setting
    * allows the player to default to high ready instead of low.
* created GrenadeSwitch player setting
    * optiosn include prev items (default), similar grenades or nothing (old).
* removed way out of date ABP_Character_OLD
Title: Re: Ground Branch
Post by: Asid on August 03, 2018, 01:38:16 PM
A new Testing branch build update - 3001812
GROUND BRANCH - JohnJ

Mainly bug fixes and ease of use changes with VOIP. Big thing is really good framerates on Depot Day and Night!

Game

Build Id: 3001812

Approx. Size: 401mb

Dedicated Server

Build Id: 3001816

Approx. Size: 25mb

CHANGELIST:

FIXES
* fixed animation not updating if in first person mode and not casting shadows
* FIXED bad skin weighting on Mk48_MOD1 LODs
* fixed spectator voice chat not working
* fixed PlayerLocation only being replicated to PlayerState's owner instead of everyone BUT its owner (oops!)
* fixed chat WBP_ChatMessage_Manager showing swapped TeamChat/GlobalChat .

CONTENT
* Depot
    * Fixed collision stopping player from one set of warehouse windows once glass is broken out
    * Adjusted broken glass fade out time to 10-30 seconds
    * Reworked lighting in both Day and Night to have much better performance

CODE
* updated GBVOIPManager
    * switched from simply bIsRadio bool to a enumerator for GlobalVoice, LocalVoice & Radio
    * renamed voice references to local voice
    * added sound cue wrappers for global voip & pre recorded radio messages
    * updated TickReceives() to check for and read multiple incoming P2P packets instead of one at a time.
    * updated rules on who can hear who
        * Spectators can be heard by other spectators or other players in RR as a global voice.
        * Players in RR can be heard by...
            * ...other spectators as a global voice
            * ...other players in RR as a local voice or using radio.
        * Players in the play area can be heard by...
            * ... specators as a local voice
            * ... other players in the play area as a local voice or using radio.
        * Players in the RR can never hear other players in the play area.
        * Players in the play area can never hear other players in the RR.

* created PlayerLocation variable on GBPlayerState for use with VOIP etc
* updated GBVOIPManager
    * uses new PlayerLocation variable to determine player to player distance
    * made sure spectators don't ever try to send VOIP buffer to people in play area
* replaced blocking volumes in DM-Depot_Compound near train gate to ensure you can't jump over said gate.
* updated BP_DestructibleWindowPane_Master to try and improve server/client sync of glass
* updated GBCharacter to make sure it clears its player states character reference on the client when ragdolling
* updated GBVOIPManager to default to using PlayerState->GetPlayerLocation() and only try using the character if that player isn't a spectator.
Title: Re: Ground Branch
Post by: Asid on August 03, 2018, 01:38:49 PM
Server related testing build update : 3002593
GROUND BRANCH - KrisRedbeard

A small change specifically aimed at supporting professional game server environments.

Game

Build Id: 3002593

Approx. Size: 65mb

Dedicated Server

Build Id: 3002596

Approx. Size: 16mb

CHANGELIST:
* added logging options to GBVOIPManager
* updated IUworks to add support for MultiHome, Port & QueryPort command line overrides.
* updated UWorks target for shipping server build to work
Title: Re: Ground Branch
Post by: Asid on August 10, 2018, 12:07:13 AM
Current Early Access Release Situation
GROUND BRANCH - JohnJ

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/4016748/5759335b6d134084fead8977b551f436abd0c49f.png)

We finally received word from Valve and they requested a few changes be made to both the game and the store page to better reflect the current feature set. Nothing major – items have already been taken care of and resubmitted for approval. While not starting the review process over from the beginning, we do not have a time frame for completion of the follow-up review. It could be another 24 hours or 2–5 business days, so back into a holding pattern we go.

One of the great aspect of Early Access development to us is the ability for the consumer to get a better idea of how games are made: From the cool whiz bang gameplay items, down to all the little things that go into getting a product "out the door" to the consumer. Well, welcome to a front-row seat of some of those little things that happen along the way you normally don't see. :)

Hold tight, it's all worth it. Hopefully our next update will be the announcement that Early Access is finally available!

The BFS Team
Title: Re: Ground Branch
Post by: Asid on August 10, 2018, 03:46:48 PM
Build update for those that have Pre-Order
10 AUGUST   - JOHNJ

We have gone ahead and updated the Main branch to be in line with all testing branches in anticipation fro the hopefully soon to be released EARLY ACCESS.

Those running servers, please update so we can minimize any possible confusion.

Thank you!
Title: Re: Ground Branch
Post by: Asid on August 10, 2018, 06:25:38 PM
GROUND BRANCH website update!!
10 AUGUST   - JOHNJ

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/4016748/6a428eb3049f7454258b4909ef8f6adba736722a.png)

We all know at this point that no plan survives first contact, which is why we're unveiling our brand new website right now instead of holding it back until Early Access finally hits:

www.groundbranch.com

Lots of info and pretty things to look at in there, so go check it out while we all wait on that sweet Valve approval, and let us know what you think in the comments!
Title: Re: Ground Branch
Post by: Asid on August 12, 2018, 12:04:17 AM
GROUND BRANCH Early Access key giveaway
11 AUGUST   - JOHNJ

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/4016748/84b151df532f99162c62ff6913ef5bc4cfdbbf01.png)

GIVEAWAY WEEKEND

While we are all patiently waiting for the Early Access release…

We’re running a quick giveaway contest for 4 GROUND BRANCH Steam® Early Access keys on social media this weekend, starting now.

For more details, visit: https://www.groundbranch.com/index.php/2018/08/11/giveaway-weekend/
Title: Re: Ground Branch
Post by: Asid on August 14, 2018, 09:55:17 PM
GROUND BRANCH is now available for purchase!
14 AUGUST   - JOHNJ

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/4016748/8fdc9ef57ec2bd87bc454de1fe944654c68c4590.png)

https://store.steampowered.com/app/16900/GROUND_BRANCH/
Title: Re: Ground Branch
Post by: Asid on August 17, 2018, 09:45:14 PM
INTEL UPDATE #001: Launch Recap
17 AUGUST - JOHNJ

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/4016748/4747906fbd74cb4fff521d0cc373931de9f59162.png)

Our Early Access launch certainly had its share of suspense and drama, but we are happy to announce that it’s been a pretty good success so far! We’re really enjoying watching and listening to people have a lot of fun with GROUND BRANCH, and can’t wait to see more players jump in as we move forward.

It’s awesome that most of the new players understand and appreciate where the game is headed towards, despite all the rough edges that are to be expected from its current pre-alpha stage. Reaching and maintaining a positive rating for an Early Access title is not easy, and we consider it a big achievement.

So we wanted to take this time to outline a couple things you can expect as we transition from launch to continued production:

•   A quick hot-fix release this weekend will address some of the main issues with the Ready Room, customization menu and visual glitches some players are experiencing. We have gained a lot of feedback that could only happen with a larger scale release into Early Access, so thanks for all the reports!
•   Moving forward past this initial launch week, we would like to get into a bi-weekly update schedule with at least one major new feature or upgrade a month. Of course, there may be times when we are able to deliver more in shorter periods, too!

From the entire BlackFoot Studios team: Thank you so much for your continued support. Stick around, ’cause it’s gonna be a fun ride!

Title: Re: Ground Branch
Post by: Asid on August 19, 2018, 06:26:42 PM
BUILD UPDATE #001: Hotfix Patch

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/4016748/20c7eb372f6e56805f6cc3a8565dc0ccc786f172.png)

As promised, our first hotfix patch since Early Access release is out!There should be enough replication/sync and quality-of-life improvements to make the game a lot more playable for everyone, especially online. Check out the highlights and full change log below and, as always, let us know about any issues! Please remember this is EARLY ACCESS so there may be times where something worked in a previous build now doesn't, or runs worse for some reason. Again, thank you all for all the reports and suggestions—this right here is why they're so valued.

Highlights
•   Fixed weapons getting stuck at a high-ready/muzzle-up position.
•   Fixed (🤞) players missing body parts when no item is selected for them.
•   See who's talking and mute annoying players via player list (ESC button).
•   Scalable AI settings now work correctly and can be adjusted in AISettings.ini file (This allows us to more easily tune the AI moving forward) .
•   Reduced default amount of team kills required to automatically kick an offending player.
•   Increased TK BanTime from 5min to 60min
•   Ready Room testing range now muted to those outside of the range.
•   30-second countdown now starts after all players have selected an insertion point (it can still be skipped/cancelled).
•   Players who miss round start now have 5 seconds to make it to the Operations Room; they will be spawned at a random insertion point.
•   Quick admin commands to make it easier for admins/moderators to police servers.
•   Working SteamCMD for free dedicated servers (AppId 47460).
•   Turned off OculousVR plugin to stop game trying to start up the headset.
•   Fixed some navmesh placement inside some Tanker Ship deck structures that allowed AI to spawn inside meshes.
•   Removed M24 SWS until proper bolt-action animations can be added.

Known Issues With New Features
•   Muted players cannot be unmuted until server is reset
•   New features are in and working and will be refined with more user feedback in the near future

Build version: 1023
Steam ID: 3045474

For a full changelist please see the blog post on GroundBranch.com
https://www.groundbranch.com/index.php/2018/08/19/build-update-001-hotfix-patch/

Title: Re: Ground Branch
Post by: Asid on August 24, 2018, 12:55:15 PM
BUILD UPDATE #002
24 AUGUST - JOHNJ

We've got another small build update ready!Like before, check the highlights underneath and scroll further down for the complete change log. Keep the reports coming and thanks for playing GROUND BRANCH.

SERVERS MUST BE UPDATED!!!

Highlights
•   Unmute now works.
•   Fixed "Spectate" button on ops board for Terrorist Hunt and Team Elimination.
•   Fixed fire mode, magazine weight and other UI elements not appearing after a map change.
•   Fixed NVGs not working after map change.
•   Reduced slowdowns from bullet impacts and muzzle smoke/flash.
•   Team Elimination should no longer start when a single player enters the Operations Room.
•   Reduced/fixed slowdowns in Small Town.
•   Fixed some Tanker Ship map issues.
•   Added "Spectate" to bindable controls—default key is F6.

Build version: 1023

Steam ID: 3053047

Change log

FIXED
* FIXED navmesh area near SW spawn in SmallTown that allowed AI to sometimes spawn inside large rock pile
* fixed being able to start a vote while another is already in progress (oops)
* fixed vote kick not working
* fixed lighting not being reset when leaving character editor in training maps
* fixed player list blank lines
* fixed BP_Explosion_M67 trying to access possible none due to a component or its owner being marked for destroy.
* FIXED tanks Ship bugs
    * Falling off walkway with no railings between pipes on deck
    * Falling out of map in engine room
    * Falling out of map along lower level of main structure walls (both sides)
    * Engine room walkway stairs not accesible
    * Misaligned geometry causing gap at bottom of mian stair system just before entering engine room
* fixed possible none in WBP_TeamElimination_OpsBoard if game state hasn replicated properly yet
* fixed UGBUIFunctionLibrary::GetChildrenOfClass() failing to find children of user widget blueprint
* fixed firemode, center messages and other related widgets no longer working after map change
* fixed quick admin commands being lost on map change
* fixed calls to ClientMessage() in C++ not displaying very long, if at all
* FIXED missing collision on middle section of cinderblack wall
* fixed team elimination starting if only one person enters the ops room.


CONTENT
* Removed 'Pre' from Early Access watermark
* Added 'spectate' to bindable controls.Default is F6
* Folded built in bipod on Mk48 mod1 so it didn't collide as much

* Set bCastDynamicShadow = false on pouches to help performance

* Optimization of bullet hit effect and weapon muzzle flashes
    * Setting Effects to Medium in Settings reduces amount of GPU based particles so should help on lower end GPU's
* Optimized light placements on Small Town
    * Hopefully this reduces specific area slowdowns some poeple are seeing
* Set Depot roller doors to have a random open state at map startup


CODE
* disabled some stubbs in GBAIController & RBEventManager
* added VOIP indicators for spectators
* removed game mode choice from change map vote menu
* enabled ban command to work regardless of player still being online
* added short ban duration to kick to prevent kicked player instantly returning to server.
 * added cancel option to connection screen (just calls 'disconnect' for now)
* disable loop back in voip manager (oops)
* added additional variables to WBP_RadialMenu to John to fiddle with
* changed mutelist storage type from uint64 to fstring.
* tweaked when ops board spectator button is visible/not visible - made need better solution
* set values to some local variables in BP_TerroristHunt & BP_TeamElimination to see if that clears up reported bug
    * shouldn't need to, because as far as I know, Blueprint functions auto-init the values to zero.
* changed "CUSTOM" to "CUSTOM REASON (TYPE IN)" in WBP_ServerAccess_List_Reasons to make it clearer.
* updated GBRoundManager to parse the actual command line instead of relying on game mode options.
* added logging to GBVOIPManager::IsMuted() to find out whats going on with that.

* removed IsMuted() from GBPlayerState.
* changed IsMuted() on GBPlayerController to accept PlayerState instead of UniqueId.
    * updated affected C++ and Blueprints
* removed IsMuted() logging now that it is well and truly fixed.

* renamed WBP_X_BriefingRoom widgets to WBP_X_OpsBoard
* created WBP_OpsBoard_InProgressButton
    * moved functionality of inprogress overlay/spectator button from separate OpsBoard widgets to one that is self contained.
    * automatically shows/hides itself based on round stage.
* updated BP_TerroristHunt
    * cleaned up CheckReadyUp() to make sure it specifically checks the round stage instead of simply checking that it isn't "ReadyUp" stage.
    * rigged it up to replicate desired number of terrorists via AI State to show on OpsBoard.
* updated WBP_TerroristHunt_OpsBoard
    * cleaned up/simplified thanks to removal of inprogress overlay/spectator button to separate widget.
    * added basic 'mission info' - number of tangos + simple objectives (Sweet the area + eliminate threats).
    * this should make the round won't instantly start unless everyone is ready.
* updated BP_TeamElimination
    * cleaned up CheckReadyUp() to make sure it specifically checks the round stage instead of simply checking that it isn't "ReadyUp" stage.
    * this should make the round won't instantly start unless everyone is ready.
* updated WBP_TeamElimination_OpsBoard
    * cleaned up/simplified thanks to removal of inprogress overlay/spectator button to separate widget.
* fixed axis actions bound to mouse button not ending when mousing over interactive widget

* changed Kick command to still add temp ban even if player leaves before they are kicked.
* added vote timeout of 1 minute after map change.
* added map vote timeout of 5 minutes after map change.
* created UGBUIFunctionLibrary::GetFirstChildOfClass() to make it easier to find specific widget without Blueprint shenanigans
* refactored WBP_InventoryBar & WBP_InventoryBar_Heading to fix UE4 bullshit about it being WBP_InventoryBar being out of date (even after I made it fresh!)
Title: Re: Ground Branch
Post by: Asid on August 27, 2018, 02:54:11 PM
BFS server AI settings test
27 AUGUST   - JOHNJ

"We are testing out some small changes to the A.I. settings for Ground Branch Terrorist Hunt on the following [BFS Official] servers:
London-35
France-6
Germany-16
Sydney-8
Seattle-21

These are based on settings in a post by Skorpi0 here in the Steam discussions and appear to provide a more balanced experience. Give them a shot while we work on some bigger changes/additions, and see what you think."
Title: Re: Ground Branch
Post by: Asid on September 02, 2018, 08:45:21 PM
INTEL UPDATE #002: Keep’Em Coming
2 SEPTEMBER   - JOHNJ

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/4016748/285ce71f36fc1e7d477be78358bb2a5b24aed787.png)

It's time for another Intel Update, where we let you all know what we've been up to since you last heard from us. Cut to the chase, you say? A new Build Update is scheduled for this upcoming week, and we're spilling some of the highlights below:

Unreal Engine 4.20.2
We've upgraded from Unreal Engine 4.18.2 to 4.20.2. Along with the numerous bug fixes and underlying improvements, this gives us access to a new networking feature that will help with online play.

Scope glitch fix
We've finally pinpointed what was causing the scope glitch, which seemed restricted to nVidia 10xx series GPU users. No more weird squares popping into view when aiming down magnified sights!

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/4016748/0ff5b5ac2376000dde03db6594247b9ab3f54d40.jpg)

AI suppression
Our resident bot master Phil "zoombapup" Carlisle has worked some new suppression code into the AI programming that makes enemies capable of sensing incoming fire from distances and locations where they can't see the attacking player: They will now take cover and return fire in more contexts, and their reaction is partly mitigated by how much suppression players put on them. These new suppression settings will also be accessible and editable via the AISettings.ini file.

Controls and key bindings
The Controls screen has been reworked to be more intuitive and accessible: More bindings are now exposed and editable, some were given their own independent key, and others were rearranged for future features. For instance, tapping Reload will now result in a tactical/retention reload, while double-tapping will perform a speed reload; holding Reload is being reserved for an upcoming menu that will allow the player to do a mag check, among other related actions. We'll keep updating control schemes and making them increasingly more configurable as we go.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/4016748/0a6d111b1ad0bcdb26ee9bed1c488f2c110393e8.jpg)

Earlier this week: AI squad commands
Those who follow our Twitter (or @zoombapup) got a sneak peek of Phil's work on squad AI commands—door stacking and room clearing, anyone? Phil will be making a little demo video for those interested in the tech side of AI programming, and that will be posted in our social media channels sometime in the upcoming week. Follow us[//] and don't miss it!

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/4016748/b8ff3dacf9db5ec62d4cde6489db0c140ff10371.jpg)

https://twitter.com/zoombapup/status/1034470984831647745

That's all for today. Stay tuned and, as always, thank you for your continued support!
Title: Re: Ground Branch
Post by: Asid on September 08, 2018, 06:40:41 PM
A little SITREP update
8 SEPTEMBER   - SCOPEY


We're still cleaning up issues from the engine update and, unfortunately, it's unlikely for the new Build Update to roll out before the week ends today. Game development is tough, indie game development is tougher—this is just one of those hiccups along the way.

That said, we'll be working on it over the weekend and the delay should be of a couple days at most, so hang in there! We appreciate the understanding, and rest assured we'll remain transparent and committed throughout this whole process. Cheers!
Title: Re: Ground Branch
Post by: Asid on September 19, 2018, 04:54:43 PM
BUILD UPDATE #004: Hotfix
19 SEPTEMBER - SCOPEY

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/4016748/a570b633c4a47b84e317ddd9f892bc556812ef73.png)

This is a small hotfix update to address the main issues present in Build Update #003.

•   Fixed control remapping issues (e.g. broken 'Strafe Right').
•   Cleaned up reload issues (shotguns, Mk 14 and AKs).
•   Testing new tree meshes and foliage rendering (SpeedTree 8) in Small Town—let us know how it performs for you!
•   Fixed reticle misalignment on red dot / holo sights.

PATCH NOTES
Build version: 1024
Steam Build ID: 3134746

FIXED
* FIXED MoveRight rebinding not working (was binding an Action not an Axis)
* FIXED small misalignment in red dot and holo sight reticles
* FIXED missing textures on a few Tanker Ship engine room meshes
* FIXED infinite shotgun reload
* fixed AK reloads not putting magazine away
* fixed M14 EBR reload notifiers not being fired

CONTENT
* Small changes to default scalability settings to keep shadow quality a little higher on lower settings
* Updated SMG Mag pouch
* Trees redone on Small Town
    * New Speedtree 8 based tree types replacing most exisitng trees
    * Small adjustments to post process settings to help unify look
* Some work done on Depot brick wall material

* Tanker Ship
    * Tweaked lighting visuals for night map
    * Small optimizations to EngineRoom and exterior lighting

CODE
* updated GBGameplayAbility_ReloadXXX
    * updated CanActivateAbility() to return false if it detects montage already playing or timer already running, preventing reactivating already active reload
    * removed need for show menu timer
    * reduced input delay by starting timer on activation instead of release and skipping it if double-tapped
    * changed old magazine attachment point from HAND_Left sock to b_LeftHand bone to stop it floating after new mag is inserted.
* removed stubbs from GBTuberMagComponent
* moved new PPSharpen materials to /Core/Engine and ensured they follow naming convention
* removed PP_Sharpen references from Aircraft TakenDown lighting scenarios
* added PPSharpenPercentage player setting
* updated WBP_Settings_Video
    * moved most of the Event Graph off into separate user widgets, modularising where possible.
    * cleaned out old code
    * ensured Anti-Aliasing Method sets console cvar when applied (should see AA update immediately)
    * added PPSharpenPercentage setting
* changed sharpen amount in PP_Sharpen from 0.5 to 0.3.
* updated PPI_Sharpen to use default sharpen amount value.
* updated game module binaries


Title: Re: Ground Branch
Post by: Asid on October 06, 2018, 06:22:56 PM
BUILD UPDATE #005: Checkpoint
6 OCTOBER   - SCOPEY

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/4016748/4213fc67ccbe25737a8a5f15687368629621953c.jpg)

It's been a little over two weeks since out last update, and we now feel we have just enough content for a new build. Build Update #005 is a relatively small, intermediate update to keep things fresh while we work on bigger thing (more info on that soon!).

NOTE: All servers must be updated to work with the newest build.


HIGHLIGHTS

New map for Terrorist Hunt: Storage Facility
A familiar map to our pre-Early Access backers, Storage Facility has returned to GB a lot closer to completion, with many of its issues fixed and optimization improvements. Though the map is currently only setup for Terrorist Hunt, more game modes will follow. Check out some samples below (courtesy of our resident community wizard Rangda):

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/4016748/07f3e0d98deb65726ea4ce511947c2900b5d69c1.jpg)

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/4016748/27e8dcef5a77174206c8ca5ff80a7a9bed45cb66.jpg)

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/4016748/a1dc006f43f54296137693ba36b4419c5588c9bb.jpg)

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/4016748/053a6e0fca269d112c58f6db8fe878e900013658.jpg)

A.I. suppression
We've finally worked the first pass of the A.I. suppression and cover system into the game. Enemies will now seek cover under fire and, depending on how suppressed they are, return fire from cover. As mentioned, this is a first pass—A.I. is still overall rough, but will continue to improve as we add and refine systems.


PATCH NOTES

Build version: 1024
Steam ID: 3183851

FIXED
* FIXED OKP-7 reticule misalignment
* FIXED collision issue in Power Station stairwell that allowed player to jump into non playable area

AI
* Added more values for perception configuration, see DefaultAISettings.ini comments
* Updated cover point generator to generate cover points within a subfolder in outliner so things are easier to view etc.
* Added some more aim debug code
* Started moving different distinct state into sub-BT's to make overall BT clearer and to aid reuse and reworking of individual behaviors
* Added suppressed BT to handle state where AI is suppressed by an unseen enemy, still work to do to flesh this one out
* Added slightly clearer handling of focus, as movement was resetting focus on completion needs to be split into focus component

CONTENT
* Changed out some trees for new versions on Storage Facility
* Reduced wind settings on Small Town
* Added PhysMat settings to some marketplace materials
* Optimized foliage meshes for less overdraw
    * Main grass mesh (should help all maps that use it)
    * Distant tree billboards in Storage Facility
* Storage Facility
    * Finished art pass
    * Cleaned up PostProcess volume placements
    * Thinned tree placement a bit to help rendering

* Added TH-StorageFacility to package list
* Removed DV-StorageFacility as its no longer needed
* Added IsLocalPlayer to light optimization stuff in map BP
Title: Re: Ground Branch
Post by: Asid on October 31, 2018, 01:24:44 PM
INTEL UPDATE #003: Sync
30 OCTOBER   - SCOPEY

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/4016748/937b0e6484181f683000bb342dfe1b3e7465793e.jpg)

Intel Update #003 is here with a little SITREP to keep you busy while the next Build Update is in the oven. Here are some of the main highlights to look forward to—whether in the next update or in the ones to follow:

Work on lag compensation and hit registration systems
Kris has been working on fixing one of the biggest issues with online play: the perceived "inaccuracy" when playing with higher pings. In reality, it's a networking issue due to the lack of a proper system to compensate for lag and ensure hit registration. Here's Kris' explanation for his current approach:

Client-side hit registration works by creating a client-side bullet for the local player. If the client-side bullet hits another player, information about the impact is sent to the server for verification. For the server to be able to verify the impact, it keeps a short history of previous player positions and other relevant data.

Once the impact info makes it to the server, it is checked against this history based on the delay between server and client. If the info received is found to match up, damage from the impact is applied. If not, the impact is ignored. In the case of co-op vs. AI, we have chosen to skip this test and simply "believe" the client. In the case of PvP [adversarial], it will always verify.

So there you have it! You can expect a first implementation of this system in the next Build Update.

Sound design is on its way
One of our newest team members—Mikołaj Ławiński, a.k.a. Mikson—got in the talks about taking care of the sound design in GROUND BRANCH a few months ago, not long before Early Access launched. Now on board, he's doing exactly that. Mik is a young sound engineering student (and self-professed tacticool maniac) from Poland who, like many of us, fell in love with Rainbow Six—one of his first games—way back in the day and is now thrilled to be working on what some have called a spiritual successor to the influential tactical shooter.

He's reworking sound effects and will also be taking care of the soundtrack. One of our goals for the sound design is getting as close as possible to the excellent atmosphere and punch present in Insurgency: Sandstorm. Mik will do his best to provide a "powerful, satisfying and realistic feel of the weapons, an immersive soundscape and tension coming from silence that suddenly turns to momentary chaos." He also says:

The sound design rework will be pushed to the game in phases. Right now, my main priority is weapon sound effects. I'm focusing on making them aggressive, loud and punchy while keeping them as realistic as possible at the same time.

Sounds good to us, Mik. Welcome aboard!

We're still unsure whether any sound updates will be available in the next patch, but rest assured that the importance of sound design is not being underestimated in the development of GROUND BRANCH.

New content
Zee has been busy reworking a few models and adding sweet new assets to the armory. While there isn't much to show yet in terms of a modernized AK platform (currently in early production) and the T-1 red dot sight (next in line), here are a couple gems currently being implemented and tested:

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/4016748/e954f04a1668cc2db0cd33493f873f261699ccae.jpg)

G33 Magnifier: a tacticool favorite, it offers toggleable 3x magnification when placed behind a holographic or red dot sight.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/4016748/5c58994bede6707ee0ddc31d760416b36d890a25.jpg)

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/4016748/11154674d0d5166a7317f92b96ee0e7411e0f38e.jpg)

In addition to the existing MP7A2, the MP7A1 (earlier variant with a standard folding vertical foregrip) will soon be available. Both versions can receive the dedicated Rotex-II suppressor and 4 skins—black and tan (both pictured), as well as green and AOR-1.

We'll also be adding a new mount for the Mk 14 EBR that goes over the ejection port and should provide better sight attachment and usability—particularly for scopes.

General fixes and updates
As usual, expect lots of other smaller/under-the-hood fixes and updates that will be listed and detailed when the time comes.
Title: Re: Ground Branch
Post by: Asid on November 20, 2018, 12:13:46 AM
BUILD UPDATE #006: Quaternions
19/11/18

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/4016748/b90e092a4fe761d7e9e0ec0d04efdfc8378044c9.jpg)

We’re done cleaning up the major bugs that popped up since our last patch, so Build Update #006 is here with some of the juicy fixes and content we announced in our last Intel Update.

NOTE: All servers must be updated to work with the newest build.

Before we go over the highlights, let us swiftly inform that GROUND BRANCH is 20% OFF on Green Man Gaming's Black Friday sale [www.greenmangaming.com], so if you or a friend have been thinking about getting GB, well, that's a pretty damn sweet incentive right there. Head over to Green Man Gaming and grab your keys for 20% OFF! [www.greenmangaming.com]

With that out of the way, let's move on to the highlights and, as always, the full patch notes await at the end of the post.


HIGHLIGHTS

Lag compensation
As mentioned in Intel Update #003, Kris has implemented a lag compensation/hit registration system that massively improves online play—even at higher pings. Rounds hitting way off your point of aim or appearing to not affect targets should now be a thing of the past. Hooray!

A.I. tweaks
We've done more small tweaks to reaction settings, improved patrolling and general pathing throughout maps, and made cover point usage better. Enemies should now be generally more difficult, aggressive and mobile. There should also be less—if any—instances of them spinning in place and backwards-walking.

A note about future A.I. developments
In an effort to update the A.I. in a more timely manner, we will be developing the Terrorist Hunt portion separately from the squad-based parts. We want to provide a fun and robust mission-based A.I. with a solid squad control system, and that process has slowed down the development of the general-purpose A.I. functionality used in the Terrorist Hunt game mode. Since the A.I. is a plugin to GROUND BRANCH, it makes sense to develop those systems in parallel, so players can get a continually upgraded experience. The two systems will eventually converge with the mission-based squad system getting layered on top of the base general-purpose A.I. behaviors and environment processing used in Terrorist Hunt.

New content

G33 Magnifier

https://youtu.be/nSllFsn5kLU


The G33 Magnifier is a switch-to-side 3x magnifier used to provide contextual magnification for red dot and holographic sights. To equip it, simply grab it from the Sights section in weapon customization and mount it behind your preferred holo/red dot sight. Then, when in-game, flip it on by highlighting it in the Attachments Menu (default Middle Mouse Button) to add 3x magnification to your standard sight picture at the expense of field of view. Highlight it again via the Attachments Menu to flip it back to the side. The G33 doesn't have a hand animation yet, but that will be sure to come later.

Open-design reflex sights like the OKP-7, Reflex Large and Reflex Small require a riser (or two, in the case of the RMR) for the magnifier and sight to line up correctly.

Known issues

•   When paired with either of the holo sights, placing the G33 Magnifier as close as it fits will cause the reticle to either not appear or appear partially when looking through it—so try placing it a further "notch" apart for a correct visualization.
•   The G33 seems to only attach to the front half (roughly) of the MP7's top rail, despite appearing to fit much farther back.
•   When playing online, the pivoting mount animation may stutter.

LT608 Mount

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/4016748/4efd3550575607adc6e2a4a8f84af137e99fdc68.jpg)

A new mount has been added to the Risers section of the attachments menu. The LT608 is designed to mount over the ejection port of the Mk 14 EBR, allowing sights to be placed farther back and closer to the player camera, making scopes more useful.

MP7A1 and MP7A2

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/4016748/393843b63dd555689f3b1d287258cc6e0708d522.jpg)

The MP7A1 is now available for that classic MP7 look. In addition to this earlier design of the famed PDW, we've added a dedicated suppressor—the Rotex-II—and 4 skins to choose from: black, green, tan and the SEAL digital camo AOR-1 (pictured above). They're also available for the MP7A2.



That's all for the highlights! Plenty of more subtle fixes, of course, so check out the full patch notes below if you're a curious cat.

Thank you for sticking with us, and we hope you enjoy this update as much as we do. See you in the field!


PATCH NOTES

Build version: 1024

Client
Steam ID: 3317525
Size: 325 MB

Dedicated server
Steam ID: 3317526
Size: 35 MB

FIXES
* FIXED BGMilitant_GunnerGalil kit trying to use wrong mag
* FIXED AGBFirearm::SlectSightComponent() failing if there were no active sights in a sight group
    * fixes crash caused by using magnifier/G33 with sights that do not share its sight line properly (too low/high)
* FIXED AI trying to using firearm to dictate rotation when firearm is obstructed.
* FIXED Binocular overlay not covering screen
* FIXED leaning spectating crashing client
* FIXED smoothing groups on pistol flashlight
* FIXED missing collision outside Tanker Ship bridge area
* FIXED floating collision outside Tanker Ship bridge area
* FIXED misaligned geometry on Tanker Ship
* FIXED handguns not using firing sounds due to new gameplay ability change
* FIXED chest slung weapon sticking out front of character at 45 degree angle
* FIXED M1911 slide not being back for first shot (it's single-action)
* FIXED MP7 weapons not properly setup to use all skins available
* FIXED MP7 UI name to reflect the different versions
* FIXED missing fire mode for MP7A1
* FIXED Galil rail adapter not fully attached to reciever
* FIXED grenade throw montage not being loaded in time for throw ability to play it
* FIXED NVG overlay being shown before NVG actually used causing black screen to appear
* FIXED zoom for firearms in item editor
* FIXED for attached components on pose mastered skeletal mesh not updating (Pouches not updating during some movements)
* FIXED always run setting being reset on pressing run/walk (doh!)
* FIXED rear iron sight finding and using front sight posts that are BEHIND it
* FIXED rear iron sight causing sight offset to be zero if front sight post is missing
* FIXED crash after throwing grenade if grenade prev swith option was set to 'Empty Hands'.
* FIXED BP_IRStrobe particle emitter becoming inactive
* FIXED GBCharacter::GetGenericTeamId() failing on clients
* FIXED BP_Magnifier replicating animation alpha to owning player
* FIXED instances of GetPlayerName that referred to the PlayerNamer variable instead of the GetPlayerName() Blueprint callable function (Change in 4.20)
    * Should now see player names when players join/leave, on duty roster etc
* FIXED GA_Firemode_Master spamming log
* FIXED engine whinging about GBItem binding to Character's OnDestroyed delegate when already bound to it.
* FIXED AGBCharAppearanceInfo::MatchesCharAppearance() failing when it shouldn't (oops!)
* FIXED AGBCharLoadoutInfo::MatchesCharLoadout() failing when it shouldn't
    * UGH - this was a shitfight due to the JSon formatted loadouts changing their order even if the contents remained the same :|
* FIXED GBCharacter CharAppearanceInfo reference replication.
    * should fix issues where a player changes their appearance in RR, but the changes are not pushed to any clients until they respawn.
* FIXED GBCharacter CharLoadoutInfo reference replication.
    * should fix issues where a player changes their appearance in RR, but the changes are not fully pushed to other client until they respawn.
* FIXED team kill check not being enabled in non-round based team games
* FIXED OnBeingEquipped() and OnBeingUnequipped() not being called correctly causing incorrect offhand positions
* FIXED being able to place breaching charge on door that has already been blown up (oops)
* FIXED RR shooting range blocking vollumes
    * destroys all bullets that enter it
    * makes all grenades into duds that fizzle out then destroy themselves after 5 seconds.
    * removed overlapping volumes causing bullets to spawn massive amounts of impacts and kill frame rate
* FIXED not being able to select primary firearm on inital spawn unless you select another item first.
* FIXED unnessarcy freeze when leaving RR in non-round based game modes.
* FIXED AI not facing toward movement goals
* FIXED AI attempting to use barrel direction to determine yaw/pitch when it was off target
* FIXED AI log spam
* FIXED RR triggers ignoring grenades again
* FIXED BGMilitant_Sniper.kit using kashtan instead of PSO for SVD
* FIXED recoil causing firearm to rotate around character as the weapon fires (WTF?!)


GENERAL
* Updated MP7
    * Cleaned up models
    * Added A1 and A2 versions
    * New textures
    * Added in MP7 specific supporessor
        * Colors: Black, Green and Tan
* Changed NVG overlay effect to use same system as binocular so it works better in more resolutions
* Changed default PPSharpenPercentage to 30% from 100%
* Added in G33 Magnifier optic
* Adjusted some default settings
    * Texture Streaming Pool sized for all graphics settings
    * Set first time startup scalability settings to High
* Added KillZ value to Tanker Ship map so player dies if falling into water
    * Had to make this farther down than wanted to due to how the Ready Room works
* Adjusted weapon chest drop position a bit to be more natural
* Added in some subtle movement to chest dropped weapon when moving
    * Still a work in progress
* Added in UI icons for G33 magnifier and Rotex suppressor

* Cleaned up weapon rail proportions to be accurate, standardized and consistent
    * AK74 rail adapter, 1P78 scope, PSO_1M2 scope and Galil railmount
    * M4, M4 Block II, SVD, M1014, Mk18MOD1 and M16, MP5, MP5SD5, MP5SD6, MPX, MP7A1, MP7A2 and UMP

* Added in LT608 rail riser
    * Used to extend rail system over M14 ejection port
* Added new coffeemachine meshes to RR
* Removed Anim_Dynamics node in main character BP used to give slung weapon a bit of motion
    * Was causing issues. Will revisit later


AI
* Added #ifdef guard to prevent some log spam for cover point reservations
* Added #ifdef guard to BTTask_MoveToCover to prevent log spam
* Added some logging of values for sense envelopes and default AI perception values so we can figure out what is causing server issues with perception.
* Small tweak to AI pitch/yaw settings to be a bit more quick in reactions
* Slightly improved AI patrolling
* Generated coverpoints on Power Station map for better AI behavior
* Re-Set navmesh to auto generate on load and be dynamic on all TH maps
    * Should help cleanup AI getting stuck in odd places behavior


CODE
* created GBGameplayAbility_Fire
    * handles client/server firing and syncing
    * replaces need for GBTriggerComponent
    * allows for more complex handling of firearm firing if required
    * fixes bug that came up trying to creat client and server side bullets.
* created basic lag comp logic
    * array of saved poses/body positions on server
    * client side bullet impacts are sent to server.
    * server verification is currently DISABLED, so all client side hits are ok'd regardless of lag/sync issues
* updated all firearm blueprints due to removable of GBTriggerComponent
* updated firearm animation blueprints to read animation alphas from owner rather then the owner having to set them
     * makes for simpler (/faster?) firearm Blueprints
* updated GBAIController to updated Start/StopShooting()
* updated BTTask_ShootFirearm to work with firearm changes
* added IsNetRelevant() to GBBulletProjectile to prevent 'double impacts' for predicated clients
* updated firearm Blueprints
    * split bolt animation into two separate timelines to ensure IsEmpty() is checked regardless of framerate.
    * created UpdateBoltAnimationPlayRate() Blueprint function to set the BoltAnimationTimeline play rates based on the firearms fastest rate of fire.
    * added missing LockOnEmpty() Blueprint function we're required.

* switched grenades over to using a gameplay ability for throwing
* added gameplay ability version of grenade pin replace
* made sure live grenades are dropped on character death if they were about to be thrown
* created GA_Binoculars_Use

* removed NumPad0 ToggleInGameMenu binding from DefaultInput.ini

* updated GBFirearm
    * improved detection of sight components with similar sight lines
    * created sight groups to sight components with similar sight lines
    * updated sight component choice to lowest 'active' sight in a sight group
    * added function to update the current active sight in a sight group
* updated BP_Magnifier
    * added CanBeUsedWhileAttached Blueprint function
    * updated associated animation Blueprint to show animation
    * moved scene capture 2d component to from root bone to animated bone

* replaced usage of BasedJson strings with simple condensed versions (no longer required)
* changed BP_Magnifier horizontal FOV to info based on real life version.
    * still not 100% correct
* switched breaching charges and detonator over to gameplay ability
* removed ItemUsageIgnored functionality from GBPlayerController
* updated BP_Trigger_ShootingRangeSafeDirection
    * takes over player input as they enter the ready room or leave the trigger
    * lets go of input input as they leave the ready room or enter the trigger
    * will make you stop firing or replace the pin of your grenade as you leave the trigger.
Title: Re: Ground Branch
Post by: Asid on December 13, 2018, 10:43:38 PM
BUILD UPDATE #007: Muster
13 DECEMBER - SCOPEY


(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/4016748/dd7ae37acb67c5c1713b8c9b6229e0ff8358a0ce.jpg)

A new GROUND BRANCH Build Update is available!

With a first pass on listen server capability, some A.I. tweaks and a new optic—among other additions and fixes—#007 should be a pretty exciting one.


NOTE: All dedicated servers must be updated to work with the newest build!

Before we move on, we'd like to remind those who use Facebook, Twitter or Instagram to follow us on our social media channels[www.groundbranch.com]. The more our online presence grows, the more people will know about our game, the bigger our community will get, and the faster development will progress. So if you do social media, make sure to give us a follow, share our content when possible and help us reach more players!

Full patch notes await at the end of the post, but you know the drill: highlights first.

HIGHLIGHTS

Listen servers [EXPERIMENTAL]
A first pass of the long-requested listen server capability has been implemented. This means you can now host your own GB server from your PC without having to setup a dedicated server.

It's prone to issues at this point and not yet a streamlined process, but here's what you need to do if you'd like to host a listen server:

1.   Make sure your router and Windows Firewall are configured[www.wikihow.com] to have the following ports open:
  o   7777 UDP
  o   27015 UDP
2.   Select Host Game from the Main Menu.
3.   Set up your server preferences:
  o   Type — Selects whether you're hosting over the Internet or a local area network (LAN). Note: LAN is currently not supported.
  o   Players — Sets the maximum number of players for your server. Note: Although the drop-down menu does not reflect it, the max capacity for PvP game modes is 16 players; this can be changed manually via the console command MaxPlayers=X (where X is the player capacity). For a comprehensive list of all server console commands, refer to this guide.
  o   Game Mode — Selects the game mode. Note: PvP game modes in particular may be missing rules or have confusing parameters. Our next major update aims to address these issues and make game modes more clear-cut, organized and varied. Stay with us!
  o   Time Limit — Defines how long (minutes) until the game ends and the map changes.
  o   Round Time — Defines how long (minutes) each round should last.
4.   Click Host.
With your server created, your friends can now join it by bringing up the console (default Tilde [~] or Multiply [* or ×] keys on your numpad), typing open <your IP> (find out your IP address here https://www.google.com/search?q=what%27s+my+ip ) and pressing Enter.

» As noted, this is only a first pass on this functionality; you will be able to join listen servers via the Server Browser in the future, of course!

Known issues
•   If the server isn't available/properly setup once the client attempts to join, the game will crash after a few seconds.
•   Once joined, Fire may not respond. The issue should resolve itself after a short time and/or by switching weapons a few times (we couldn't determine, so please inform us if you do).
•   Various replication issues may occur.

Enemy A.I.

Further tweaks
As always, the A.I. is a constant and ongoing process. In this update, a few more key changes have been made, and Kris goes over them in this little video:

https://youtu.be/piq97BWaVO8


To sum it up:

•   Though still missing animations, bad guys now visibly transition via ladders and should generally navigate more fluidly.
•   They are now more selective in their firing and cease fire when direct line of sight is lost—so no more full-auto mag dumps.
•   Enemies can now see through chain link fences.
•   When line of sight is broken, they will move to the player's last known location.
•   They should attempt to find cover to reload.


New editable A.I. values
As mentioned earlier in Kris' video, two values (RecoilCompensationSkill and AimErrorPeriod) have been tweaked and are now also editable via the AISettings.ini file (located at …\Steam\steamapps\common\Ground Branch\GroundBranch\Config). Feel free to experiment with these values and let us know how it went!

» For a guide on the other values in AISettings.ini, check out this link. https://steamcommunity.com/app/16900/discussions/0/1733210552671663069/?fbclid=IwAR1xNfPR24yddVmJ8iJ7a2pe_pXz2XsoALgmXdCelBzsKFjbEI0f1rpQCWU


NEW OPTIC: Micro T-1
A new red dot sight has been added to the attachments selection: the Micro T-1.

Made popular by its reliability, small size and light weight, the T-1 is available in two versions: one regular and one with a tall spacer, both on a lever-release mount.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/4016748/0932329abf4466683faee19dc9cd935c08fb0ecb.jpg)

Micro T-1 (regular): For most uses, including canted (offset) mounts. (We forgot to add the ability to piggyback-mount the T-1 on railed scopes, but that will be in the next update. Whoops!)

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/4016748/59cccc34fa099a43aaf575c11b7e556639f2f3f3.jpg)

Micro T-1 (tall): Normally used on ARs (M16, M4, Mk 18 etc.), the tall spacer mount is required for proper sight alignment with the G33 Magnifier.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/4016748/feddb6134fedd6e74811e371018ff9b510fc660d.jpg)
Sight picture. (We'll be working on those red dot reticles for more accurate dimensions soon.)

G33 Magnifier alignment issues
The alignment issues with the G33 have been ironed out: it should now line up correctly with sights as appropriate.

» We haven't been able to look into the issue of disappearing reticles (with the G33 + holo sight combos), but as before, the workaround is to simply move the magnifier a notch or two away from the sight (or vice-versa).



We hope this update will improve your GROUND BRANCH experience and keep you operatin' out there. Expect another Build Update before Christmas, and don't forget to stay tuned for more news via our social media channels[www.groundbranch.com]. See you next update and, as always, thanks for the support!


PATCH NOTES

Build version: 1025

Client
Steam ID: 3381094
Size: 546 MB

Dedicated server
Steam ID: 3381096
Size: 34.7 MB

FIXED
* fixed firearm WBP_FirearmCustomisation not allowing sights if there is no sight-only rail present
* fixed various navlinks used to allow movement through doors on SmallTown, Depot and StorageFacility
* FIXED incorrect placement of suppressor on 416 and 416 Shorty
* fixed GA_AK74_Reload looping
* fixed AIThreatSelectionComponent setting AI's focal point to IncomingFireOrigin when it was 0,0,0
* fixed looping firing sound again again (I hope again again)
* fixed BTTask_ShootFirearm / BTTask_StopFiring not stopping the AI from firing when aborted
* FIXED Sights now line up properly with G33Magnifier
* FIXED setup weapon recoil to previous values before Abilities system change
* fixed being able to shoot in RR if you spawn into RR before the shooting range triggers (I hope)
* fixed movement speed bug which would use engaged/ready position speeds even when you didn't have a firearm equipped
* fixed handgun close ready collision moving the handgun behind the characters back
* fixed replcated dropped static mesh based items appearing at 0,0,0 before first collision.

AI
* updated AI behaviour tree and related Blackboard to support climbing up/down ladders
** ENGINE CHANGES **
* reverted old fix/hack in AISense_Sight that would check for multiple channels against visibility instead of just the "DefaultSightCollisionChannel"

* created EQS_FindLocationBehind to allow AI to move back a bit to clear an obstructed firearm.
* created EQS_FindLocationParralell to allow AI to move sideways a bit to move to somewhere where a team mate isn't in the way
* created BTTask_ClearFocus to allow BT to reset focus after threat is lost etc.
* updated BT_GBAI
    * switched to using BTDecorator_IsVectorSet when checking if various vectors were valid or not to stop them moving to or aiming to 0,0,0
    * can now reload with or without a threat.
    * will attempt to find cover before reloading
    * when losing sight of a threat, AI will stop firing
    * when losing sight of a threat, AI will now move to a random location near the where they last saw them.
    * disabled usage of suppression branch - was causing AI to spaz out.
* added variables to GBAIController to control recoil compensation and aim error (see DefaultAISettings.ini)
* recompiled BT_GBAI_Suppressed to stop log spam


CONTENT
* Adjusted collision on a few trees to better conform to mesh
* Added in first pass of "spooked bird" BP
    * User contribution.... Thanks Fatmarrow!!
* Adjusted G33 magnifier to flip on/off 2x faster

* New Micro T1 optic
    * Both regular and tall version for use with G33 magnifier
* Adjusted g33 magnifier mesh to better fit rail
* Adjusted new recoil reset values
* Made some small adjustments to the character shadow physics asset
* Set all firearms to use their PhysAssets for simple shadow casting


CODE
* updated BP_SpatialSound and added it to P4 depot
    * was originally just for Mikson, but since I needed to work on it...
* created Test_SpatialSoundBP
    * shows how to add the Wwise sound volumes to make them work with BP_SpatialSound
* disable sight positoin check in GBRailAttachment
    * need to revist it later, but for now it should allow you to place sights on the MP7
* updated GBAIController
    * renamed GetPathPoints() to GetPathCorridorPoints() to better match the info it actually gets
    * created GetCurrentPathCorridorIndex() - useful to tell what navmesh poly you're on
    * created GetNextPathCorridorPoint() - useful to quickly visual the next navmesh poly you're going to
    * created GetNavLinkPoints() - useful to get the current navlink your using, if any, and its start and end points.
* updated RBEventmanager to fix potential memcpy issue
* updated BP_ImpromtuLadder_BFS to add AI navlink check before assigning ladder to AI

* added ladder navlinks to all maps that have ladders

* created GBGameplayAbility_ReloadExtMag::GetCurrentMontageSection()
* updated GBCharacter
    * implemented IGameplayTagAssetInterface
    * added GetOwnedGameplayTags()

* updated BP_FenceMaster to allow certain collision channels to be set to "Ignore" on sections
    * updated all affected _Geo maps.

* added RecoilImpulseTime and RecoilRecoveryTime variables to GBFirearm
    * updated affected C++
* added basic friends list to ingame menu

* first pass fixing listen server support
* updated GBGameplayAbility_Fire to fix potential issue with FiringTag not being cleared.

* added client checks to functions that give abilities.
* AbilitySystemComponent now has it timers cleared, Deactivate() called and is finally destroyed on character death or on a client side character being spawned.
    * hopefully this is the fix for massive sudden frame spikes found last dev test :|
* added bUseAttachParentBound option to GBCharAppearanceData.
* added bUseSimpleShadowsForCharacters option to use capsule shadows and disable static mesh shadows on character related mesh components
Title: Re: Ground Branch
Post by: Asid on December 25, 2018, 12:23:38 AM
BUILD UPDATE #008: Holiday Hotfix
24 December - Scopey

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/4016748/bb1076189c75e44ab3fde509a03b30f9167408e3.jpg)

We told you to expect a new Build Update before Christmas, didn't we?

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/4016748/03b60d400ffc442628327829e3b6cef3dbffbf10.png)
We totally did.

Well, here it is. Build Update #008 is meant as a smaller hotfix patch, but it doesn't fall too short of previous updates. It includes updated red dot/holo reticles, a long-awaited weapon platform, and a bunch of miscellaneous fixes and improvements.

NOTE: All dedicated servers must be updated to work with the newest build.

Onto the highlights, shall we?

BUILD HIGHLIGHTS

Updated red dot and holo reticles
We're testing new reticles for all non-magnified optics: Reflex Small, Reflex Large, CompM2, Red Dot Pro and Micro T-1 red dot sights, as well as the holographic Holo Sight and V3 Holo Sight.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/4016748/c0f0bb42f3e10f83f790bc814aff45d9780d505b.jpg)

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/4016748/f6fe69fe9a71daff5b76f9db24a3763693761d07.jpg)

New red dot (top) and holo (bottom) reticles. Seen here with Temporal AA on.

The new red dot reticles should display rounder, more authentic (smaller) aiming dots and have increased brightness to compensate for the decreased visibility that the more accurate scales bring. The holo reticles should be crisper and thinner, with much smaller dots.

As with everything else, these reticles are a work in progress and their appearance may vary drastically depending on background, lighting conditions, anti-aliasing method, resolution and other video settings. We'll be watching how well they work in different situations—with your feedback—and make adjustments as we go.

› Keep in mind that we'll be adding adjustable reticle brightness in the future, so you'll be able to pick the best brightness setting for each situation.

Known issues
These issues are not new to the updated reticles, but due to the more realistic scales, they may become more pronounced:

•   Temporal AA (an anti-aliasing method you can select in Settings > Video > Anti-Aliasing Method) is known to cause illuminated reticles to flicker/thin down with movement, albeit providing a better picture when stationary, particularly with holo sights.
•   FXAA, on the other hand, provides a more consistent (but less smooth) reticle image. The holo reticles, for instance, may have the dots become difficult to see under certain conditions and/or be too thin to render on screen at certain angles/resolutions.
We're looking into how to provide a more consistent output with either method, and will be adjusting effects and textures for visibility as we go.

Hold Aim
You can now aim down the sights by holding Aim (default Right Mouse Button) instead of pressing once to aim and again to return to the previous posture. To switch Aim from a Toggle to a Hold action, go to Settings > Gameplay > Aim Style (on the right-hand column) and select "Hold" from the drop-down menu. Let us know how it feels for you!

NEW WEAPON: AK-74 MWI
The most requested piece of gear in GB's history so far is finally here: the modernized tactical AK, dubbed AK-74 MWI.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/4016748/fc3d2cf5b3efe2374ccf71ad6482577bd1ffc3af.jpg)
Screenshot by Jeza aka JezaGooner. Cheers, Jez!

With Midwestern Industries furniture, it has plenty of rail space for your favorite attachments.

› As an AK, it shares a faulty reload animation with the existing AK platforms where the top of the magazine clips through it. We're still on the lookout for the right animator to get all of this stuff sorted out.

Beanie + ComTac combo
The more observant may have noticed that in the AK-74 MWI image above, our intrepid operator was wearing a beanie with the ComTac headset. To rock that totally operator look, do as you would with other headset-enabled headgear—simply enter headgear customization by clicking the + button next to the item in the menu, select the headset from the Attachments menu and drag-and-drop it on the item. Bam—you no longer have to choose between weather-appropriate and tactical.

Other gear fixes

SDASS Martial pump-action reload
The bug where the SDASS ignores the racking animation and fires in semi-auto has been fixed. It now works like the pump-action shotgun that it is.

Micro T-1, piggyback-style
(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/4016748/9de1c0b192b548765380ecb0e92789650d6103e5.jpg)

As promised in the last update, the Micro T-1 can now "piggyback" on railed scopes like the ACOG 6x48 and PM-II. Note that only the regular T-1 (non-"Tall" version) can be mounted piggyback-style.

G33 Magnifier flipped-to-side angle
The G33 now sits at 90 degrees when switched to the side, as the real-life mount does.

KNOWN ISSUES
Aiming defaults to the secondary sight (piggyback, offset or co-witnessed) instead of the primary sight.



That concludes the highlights for this year's (likely) last update. Don't forget you can always discuss this and every update with the community on the comments below as well as Facebook, Twitter, Discord[www.groundbranch.com] and our forums[www.blackfootstudios.com].

Whether you have been following us from the first time GB was mentioned online or whether you bought it sometime after it finally launched on Steam Early Access: Thank you so much for your continued support throughout this long road.

From the BlackFoot Studios team, partners and friends… Merry Christmas, Happy Holidays, and we hope to see you next year!

PATCH NOTES
Build version: 1025

Client
Steam ID: 3426428
Size: 108 MB

Dedicated server
Steam ID: 3426432
Size: 28 MB


FIXED
* FIXED Holo Sight reticle being to low
* FIXED slight zoom in when using optical sight
* was old code designed to prevent optics clipping through camera and maximise view of said optic
* side benefit - side mounted optics now works
* FIXED firing while reloading overriding LocalMontageInfo in ability system
* recoil and related fx now handled old school - replicated byte on the character
* FIXED MP5 Navy and MP5SD6 iron sights
* FIXED MP7A2 content redirects
* FIXED SVD's slow firing rate
* FIXED being able to cycle SDASS Martial one handed.
* FIXED collision on S_MERGED_LogGroundLong_17 used in ShootingRange_Geo
* FIXED issue with Micro T1 that had reticle on lens part of mesh an dnot its own plane
* FIXED AK74MWI now properly collides with environment
* FIXED magnifier being treated as a working sight when rotated to "off" position
* FIXED AK74MWI bottom rail not accepting attachments

CONTENT
* Adjusted Reddot reticles to be smaller and brighter
* Added ability to select headset while wearing Watchcap (Beanie)
* removed training game mode from blocked game modes in WBP_HostGame
* Can now more easily run training maps in MP mode
* New weapon - AK74_MWI
* Added in AK74 MWI ui icon
* New glass material for optics
* Adjusted G33 magnifier to only rotate 90degrees as it does in real life
* Added tool tips and UI message about arm patches being currently disabled and not working in game
* changed voice falloff distance from 5000 to 3000 units

CODE
* exposed bMomentaryAim to UI under Settings -> Gameplay :: Firearm Section
* created WBP_SaveFailed fullscreen overlay
* displays file in question
* prompts for user to add binaries to the exception list of any anti-virus/anti-malware software they are running.
* added to character and item editors for when a kit fails to save
* added to WBP_FrontEndMenuManager to check write access when the game loads.
* cleaned out old variables from firearm Blueprints
* updated GBGameplayAbility_ReloadTubeMag and related Blueprints
* changed checking for tube contents to using a simple pre-cached 'target' based on tube contents at the start of the reload
* added check for bolt locked open or spent shell inside that will then release the bolt or chamber another shelll
* improved the animations / animation montages where possible
* stopped predictive client cancelling montages or ability early
* updated GBGameplayAbility_ReloadExtMag
* stopped predictive client cancelling ability early
* improved SetNextSection()
* created AGBRailAttachment::GetParentFirearm()
* added PostSightSetup assignable delegate to GBSightComponent
* updated GBFirearm
* removed unused SightComponents array
* added PostSightSetup delegate broadcast at end of SetupSightComponents() for every sight assigned to a sight group.
* added check to SelectSightComponent() to prevent it selecting an offset optical sight as the default sight
* updated ZeroSightComponents() so that it actually zeros each sight.
* It was still set to old SightComponents array - did anyone actually notice? :P
* added UseRound() blueprint implementable function to allow manually cycled firearms to handle ammunition feed count adjustments
* removed blocking volumes from ShootingRange_Geo
* updated AM_Reload_MP5
* adjusted bollt/cocking handling curves and notifiers to try to better match the animation
* adjusted remove mag notifier to improve position of removed magazine
* updated GBRoundManager
* updated PreRoundFreezeStartedDefaults() to generate a list of players waiting to spawn
* created SpawnWaitingPlayersTimer() to cycle through list of players waiting to spawn until each player is spawned
* if it fails to spawn a character 20 times, will return to ready up.
* should fix issue where player is left behind in RR or forced to spectator mode instead.
Title: Re: Ground Branch
Post by: Asid on January 26, 2019, 12:12:28 AM
BUILD UPDATE #009: Line of Sight
25 Jan - Scopey

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/4016748/1fca03d3f54c33fcc693647ab8fe17a0e21f388b.jpg)

It's been just over a month since our last update, and we're now nearly a month into 2019, at the end of lovely January. While most of you freeze your asses off and the rest of you—in the southern hemisphere—melt your asses off, this dev team—about 67% frozen asses and 33% melted asses—has been working hard on Build Update #009.
NOTE: All dedicated servers must be updated to work with the newest build.

This build's highlights include listen server improvements, some very welcome A.I. adjustments, new controls options and improved default bindings, and fixes galore. Let's take a closer look at the highlights and, as always, the full change log awaits at the end of the post. Whoop!

BUILD HIGHLIGHTS

Listen servers streamlined
Listen servers have been cleaned up and are a lot more functional with this update. Among the improvements, you can forget about port forwarding and invite your Steam friends directly into your game.

To invite Steam friends into your server, start a listen server (via Host Game in the Main Menu), hit Esc once loaded in and then click Friends in the top menu bar. From there, simply select the friends you'd like to invite and click the Invite button (bottom-right). Once accepted, your friends will be brought straight into your server.

› Listen servers do not appear in the Server Browser. This is intended.

A.I.: Aimbot Interrupted
It took us a while, but we've finally managed to tone down the A.I.'s reaction time and accuracy. The days of getting 360-no-scope'd and John Wick'd by seemingly unsuspecting enemies are over, as bots are "much more likely to miss initially and take a moment to correct even after they have turned", according to Kris. We've done quite a bit of testing and those situations where you feel you've been unfairly killed were definitely reduced massively.

Vegetation is your friend
Another thing that should make solo and co-op play a lot more satisfying is the fact that foliage will now effectively block the A.I.'s line of sight. It's a binary system at this point (they either see you or not) with some rough edges to be rounded out, but generally speaking, We can't see them—they can't see us™ is now activated. We'll be upgrading this system with visibility thresholds in the future.

Improved enemy patrol routes
Enemy bots in Power Station, Tanker, Depot and Small Town have received both placement and navmesh updates. Tangos should have more varied spawn points and patrol routes, as well as better overall navigation.

› Storage Facility has not yet been updated with this system.

New enemy skins
We have updated the Depot and Small Town tangos to use new skins and loadouts.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/4016748/d4ce9bb93307d6d77179058774e1d3f4fc03b4f2.jpg)
New enemy skins in Depot

New control options and default bindings

Hold Crouch
You can now opt to hold the Crouch key (default C) to remain crouched instead of pressing it to crouch and again to stand up. To select that option, go to Controls > Movement > Crouch Type and select Press (Momentary) from the drop-down menu.

Select your preferred reload type
Are you more of a speed reloader than a tactical reloader? You can now invert the control scheme for reloads and make a single press of the Reload key (default R) do a speed reload (where you drop the current magazine) and a double-tap do a tactical reload (where you put the current magazine back into the pouch). To do that, go to Gameplay > Firearm > Reload and select No Retention from the drop-down menu.

New default bindings
We have changed/added the following default bindings:
•   Drop Item (previously Z) is now bound to J to prevent accidental drops.
•   Commo Rose/Radio Menu (previously unbound) is now bound to G.
•   The Console can now also be accessed with Shift + 6 (^).
› You may need to reset your controls and/or delete the files located in %LOCALAPPDATA%\GroundBranch\Saved\Config\WindowsNoEditor for the new default bindings to apply.

The current default control scheme is as follows:

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/4016748/f000996a6819e4f9c1e5ebca1fef5165558ae284.png)
We'll be adding this key map to the game menus at some point too.

Cleaned up display names for items
We have updated the display names of most in-game equipment for consistency, accuracy and, in some cases, to stay on the safer side of legal matters. We'll keep updating them as needed.

NEW DEVELOPMENT MAP: City
John has been working on a new urban map called City, accessible in offline play under the "Development" category.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/4016748/74526dd7718a426893ea7d958c4aa550d554506c.jpg)

We're leveraging Epic's UE4 Marketplace to get more maps in (and playable) faster, though these assets still require a lot of custom work to become GROUND BRANCH maps. Initial focus for "City" will be PvP—as will be the focus of our next major Build Update.

Miscellaneous fixes
•   Aiming down sights no longer defaults to secondary (offset or piggyback) sight.
•   AK-74 MWI iron sights now work properly.
•   The AK Rail Adapter is no longer compatible with the AK-74 MWI.
•   Exorcized Christmas spirit from operators' facial hair.
•   Purged the insanity-inducing sound loop caused by ejected casings colliding with the environment. [silent fireworks]
•   Radio chat can no longer be heard by the other team while in the Ready Room.
•   Fixed abrupt turning breaking character model spine.
•   Player's dead body will no longer remain in the map when retrying a solo (offline) Terrorist Hunt.
•   Headset earpieces no longer clip through MICH helmet.

WHOOPS!
We slipped and a couple of fixes were not checked in before build packaging: Those are the OKP-7 reticle fix and the scope magnification adjustments. We'll likely release them in a hotfix patch soon. Sorry!

PATCH NOTES
Build version: 1025
Client
Steam Build ID: 3490483
Size: 2.1 GB
Dedicated server
Steam Build ID: 3490501
Size: 45 MB

 Here (https://steamcommunity.com/games/16900/announcements/detail/1708455342734531344)
Title: Re: Ground Branch
Post by: Asid on February 03, 2019, 01:14:06 PM
BUILD UPDATE #010: Hotfix
3 Feb - Scopey

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/4016748/da92f50b18feeb37e6f5dcc67b099c5a79830d40.png)

Build Update #010 is a small hotfix patch to correct some missing fixes (meant for our last update) and adjust/add a few other things.
NOTE: All dedicated servers must be updated to work with the newest build.

Highlights and full change log below:

BUILD HIGHLIGHTS

New effect for the AN/PVS-15 night vision goggles
After some UE4 wrestling, John has managed to update the night vision post-process effect with a smoother and more realistic look. The near blur no longer has a "boxy" look, and neither does it cause illuminated reticles to generate that odd geometric pattern when pointing them at nearby objects. It also has a smoother transition between the focused and out-of-focus areas.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/4016748/904508385bb7772d850d299ef33fc0bd4710d320.jpg)
New PP effect for NVG, seen here without the circular overlay mask

You may notice a visible "border" around the blur when parts of the weapon are at the foreground of focused objects. That is a limitation of the engine; we might look into better solutions in the future.

› Why the blur? Real-life night vision devices have fixed focal ranges, meaning they can't focus on both near and far objects at the same time. Because of this, operators normally adjust the focus to a medium to far range, leaving very close objects out of focus—which includes sights. That is part of the reason why the AN/PEQ-15 and other IR laser devices play such an important role in nighttime operations, as they produce a beam only visible through night vision and allow the weapon to be aimed without the use of sights, as they become either blurred out beyond utility or simply are difficult to line up with the NVG tubes, among other factors. We'll be looking into the viability of simulating more of these aspects as we go.

Known issues

•   Materials that use transparency (e.g. sunglasses and facial hair) will appear in focus even within the effect's range.
•   The intensity (perceived amount of blur) of the effect may vary between maps.

Zeroing
Default sight zero for SMG/PDWs has been changed from 100 m to 50 m.

In addition, you can now see the zero for your current primary weapon setup in the Loadout Summary (right-hand box in the Operator Customization screen):

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/4016748/688aa4dfe9aa9531119b465a75c827dcec992497.png)

› We will be adding the ability to set your preferred zero for specific weapons and sights in the future.

A.I. reaction tweak
Immediate aim error for the bots has been increased, hopefully making them even less likely to score insta-kills.

Miscellaneous fixes and changes

•   OKP-7 reticle adjusted to no longer flick in and out of sight.
•   Fixed map list not starting correctly and then cycling to same map over and over again.
•   Fixed usage of the UMP45's front sight post.
•   Further optimized under-development map City.
•   Also in City: added manhole ladder access between street and underground levels.

BONUS INTEL: What's going on with the sound design overhaul?
Audio-man Mikson is still working hard on GROUND BRANCH's sound, and trust me: we're looking forward to it as much as you are.

The weapon sound system is being developed alongside Kris and is close to completion. In parallel, Mik has been tweaking sound assets and getting them ready them for the new system. He's halfway through the SFX for the current weapons. When both the sound system and SFXs are ready, implementation "shouldn't be a problem", in Mik's own words. Here's hoping, and go Mikson!

PATCH NOTES

Build version: 1025
Client
Steam Build ID: —
Size: —
Dedicated server
Steam Build ID: —
Size: —


FIXES
* fixed admin map list creation UI not clearing list of maps before repopulating resulting in massive list of potential maps
* fixed admin map list creation UI not displaying game mode in the list of entries
* fixed map list not starting correctly and then cycling to same map over and over again.
* fixed round not starting again if you manually go to spectator or RR when round is paused due to death while offline.
* fixed misc skin display names not matching skin short names.
* fixed UMP45 front sight post usage
* fixed bad WorldContextObject in RBEventManagerCallEvent() causing crash
* fixed loadout not being applied to corpse if you become a spectator when dead.

AI
* tweaked AI to use worse aim error instantly and interpolate to improved.

CONTENT
* City Map
* more optimization work in outside area
* added manhole ladder access from street level down to tunnel
* changed some settings in DefaultScalability.ini to make sure the essential PP (post process) settings stay on all settings
* mainly NV blur effect
* OKP-7 reticle updated to make it flicker less
* reworked NVG blur effect to be smoother and more realistic

CODE
* added sight zeros to summary area on character editor.
* changed DefaultIronSIght desired zeros from 100 to 50 on all SMG's.
* added time limit to GBGameState
* added remaining time limit on server info board
* added round length to GBRoundState
* added round duration to TH ops board
Title: Re: Ground Branch
Post by: Asid on March 15, 2019, 09:57:13 AM
BUILD UPDATE #011: Bark
15 Mar - Scopey   

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/4016748/f80daf407dcf7c1e4dd2d4e9d42c2532c74c301f.jpg)

It's been a little longer than usual, but Build Update #011 has finally rolled out!

› NOTE: All dedicated servers must be updated to work with the current build. ‹


While the original plan was for this update to be the first in a series of PvP-oriented patches, over the last weeks our intrepid code wizard Kris went through good ol' Internet hell in his homeland down under and could barely stay connected. Needless to say, implementing online features without a working connection is tremendously difficult. And by "tremendously difficult", we of course mean "impossible"—kinda like throwing a frag all the way across Depot or hitting the 300 m target on the Shooting Range in low-ready.

On the flip side of the whole connectivity hardship, Kris took the time to work extensively on a much needed area: A.I. And so he did, causing the single player and co-op experience to drastically improve in the process. But we'll go over that in a bit.


Alright, here we go:

BUILD HIGHLIGHTS

Initial A.I. overhaul

"I'm starting to think there might be a reason why so few shooters
bother with single player and co-op focus these days…"
—Kris Rigby, probably

A.I. has certainly had its ups and downs over development. But as mentioned, Kris has taken something awful—internetlessness—and turned it into something beautiful: the initial A.I. overhaul. You can get an idea of how much their behavior has changed in the video below:

https://youtu.be/Z5ywA1vVcKc


They may look kinda silly at times, but wait until one of these bastards pops up behind you and smokes your ass.

To sum up the various changes, A.I. enemies now have variable perception (sight and hearing), react to being shot and flashed (as in "banged"; God, could "flashbang" sound any more ambiguous?), use cover and lean, notice dead bodies and can no longer hit at first contact. Oh, they also do basic call-outs now—placeholder voices for "Contact!" and so on. Here's the long version:
•   Patrolling enemies now use the "casual" walking animation.
•   A.I. sight threshold depends on state, making it easier to approach an idle A.I. than an alert one.
•   Their sight strength is also modified by float curves for distance and angle to target, making them less likely to notice you from a distance or from the sides. If you manage to sneak up on one, they will no longer be non-reactive to bumping onto.
•   Hearing strength is modified by float curves for different types of sounds, meaning they're more likely to hear and react to gunshots over footsteps and so on.
•   One of the most obvious changes: call-outs! "Contact!", "Under fire!" and "Cover me!" are some of the lines you'll hear bots shouting out contextually. The voices are of course placeholder, but they still contribute considerably to the overall combat, giving a sense of communication and often making consequences (such as being hilariously wiped out fifteen seconds into the round) clearer, as well as sometimes giving away their positions.
•   Enemies now react to being shot at and, depending on their state, will duck or momentarily hesitate before fleeing.
•   A.I. will use cover while attacking or searching, leaning around obstacles just enough to get a clear shot.
•   They now notice dead bodies, friendly or otherwise.
•   Some visible reaction to flashbangs has been added: enemies will now turn around randomly and move shorts distances until the effect wears off.
•   Finally, they deliberately miss their first shots at a new target for a while. This was done to prevent the impression of getting one-shot out of nowhere, but it's only a first iteration. The deliberate missing will be adjustable in the future based on difficulty level, and able to be fine-tuned via .ini files.
•   More details in the full patch notes at the end of the post!
› The new A.I. is implemented on all Terrorist Hunt-compatible maps!

As with everything else, this is all work-in-progress, and many of these A.I. improvements are merely a first pass. We'll continue to iterate on A.I. as we move forward—hopefully with your valuable feedback.

Content

New MICH
The MICH helmet has received a brand new model and texturing, courtesy of our 3D artist Zee. It looks many orders of magnitude more operator than the previous model, with velcro patches, goggle loops and all that tactical jazz. As with the old model, the new MICH accepts the AN/PVS-15 NVG, Headset and Strobe Marker attachments.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/4016748/67290d04d5f867ee0f3fbb876f3947bdf11606b0.jpg)
Helmet (MICH) comes in black, tan (pictured), green and transitional color schemes.

The fit is a little loose on some of the character heads, but we'll tackle that at a later time.

FAL (Vintage)
A vintage FAL has been added as an OPFOR weapon. It's currently unlocked for those who wanna mess around with it, but it doesn't have unique animations or sounds.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/4016748/15f7d8f4965daa6c4da8bd6dbe5ebf31e7529f4a.jpg)

Other updates and fixes
•   Character/weapon rotation no longer gets stuck in the customization screens. WOO!
•   The radio squelch sounds have been replaced with new effects, which are a work in progress. This is Mikson's first sound update to make it into a playable build—the underlying system for most other sounds he's been working on will take a little longer to implement. For now, PRAISE THE NEW SQUELCH!
•   Tactical Light (Compact) can now be mounted on top (12 o'clock) forearm rails. The 12 o'clock position will minimize intrusive muzzle/suppressor shadows, but may interfere with your sight or AN/PEQ-15 placement and usage. Choices, choices…
•   WIP map City remains in active development, with some new areas and props. Check out the progress under Play Offline › Development.

KNOWN ISSUES
•   Character/weapon rotation in the customization screen may not work on first load. Try re-entering customization or reloading/re-joining the server if that happens.

IN OTHER NEWS…

Weapon sounds overhaul: a sneak peek
Put your headphones on and listen to this very short, but very juicy preview for the upcoming sound overhaul:

https://youtu.be/k4-v1JUzLwA

Damn, that sounds good.

Mmm-mm.



That's all for this Build Update. You can check out the full change log below, and as always, thank you so much for your continued support! Keep the feedback coming, and see you on the next one.

CHANGE LOG

Build version: 1026
Client
Steam Build ID: 3645609
Size: 1.7 GB
Dedicated server
Steam Build ID: 3645614
Size: 51 MB


FIXES

* fixed Compact Tac Light to be used on top rail
* fixed missing #if WITH_EDITOR refs in GBBTTask_MoveToCover causing build failure
* fixed incorrect usage of #if WITH_EDITOR in GBNavLinkProxy_Ladder causing build failure
* fixed for build in CoverGenerator
* fixed curves for AI senses being GC'd.
* fixed move and rotate in character and item editor getting stuck on when mousing over menus
* fixed adapter spelling for the BP_GalilRailAdapter display name.
* fixed night vision getting stuck on when changing kits if you did so with night vision enabled.
* fixed exec binds repeating - radio menu etc should now toggle only.
* fixed missing value in BP_Explosion_MK13_Stun causing divide by zero warning
* fixed warning in WBP_ChatOverlay if an engine message beats the HUD init.
* fix for the radio when new sound effects were hearable only for the one who pressed push-to-talk - should work as intended now
* fixed AI sight curves going bye-bye due to UE4 Blueprint shenanigans
* fixed character voices being replicated long after usage
* fixed AGBCharacter::CanBeSeenFrom() resetting sight strength to 1.0f.


CONTENT

* changed radio start, end and loop sound effects

* Added in new SWAT truck vehicle for use in City map
* Cleaned up the base emissive master material and added ability to designate separate emissive mask texture along with what color channel to use
* Reorganized the Vehicles folder and fixed up redirects

* Added weapon: FNFAL (intended for bad guys)
* City map
  * Detailed out new ladder area
  * Started to add some 'narrative' to the outside space (failed terrorist event)

* Updated MICH helmet to new model/materials

* Blocking out new Main Menu map
  * Testing out ideas for now

* Cleaned up a lot of marketplace asset collision and LODs
* Changed display name of FAL weapon
* Storage Facility
  * Did optimization pass
  * Built lighting


A.I.

Initial AI overhaul
* removed usage of TacticalAI Plugin for now.
* updated all affected C++ and Blueprints
* added CoverGenerator by Deams (https://github.com/Deams51/CoverGenerator-UE4)
  * modified the ever loving shit out of it for our needs
* updated GBAIController
* created new behaviour trees using a combination of old and new code.

* removed references to old AI stuff to prevent log spam
* removed unused test voice (me saying "Contact!")
* added .modules file to P4 typemap then reconciled to add any that were missing.

AI overhaul #2 submit
* fixed missing body in /BadGuys/AppMilitant01.kit
* fixed CoverGenerator creating stack up points in mid air.
* created GBAISense_Hearing - a custom versions of AISense_Hearing
  * allows sound events to be compared against float curves based on the tag they have.
  * strength is then multiplied at the source.
* created GBAISense_Sight - a custom versions of AISense_Sight
  * allows sight events to be compared against float curves for distance and peripheral vision.
  * strength is then multiplied at the source.
* created GBAISquad
  * allows information to be shared more easily between AI that are working together.
  * tracks members
  * auto-assigns leader
  * determines member patrol locations
  * determines member guard locations
  * remembers previously searched locations
* created GBAIGuardPoint
  * allows mappers to control where AI should move to when in the "Guard" state (new!).
* updated GBAIController
  * updated to use new GBAISense_Hearing & GBAISense_Sight.
  * added support for GBAISquad.
  * added DesiredViewRotatioOffset to control AI view rotation.
  * added DesiredAimRotationOveride to control AI aim rotation.
  * added CenterOfMassBone to AISettings.
  * added basic climb ladder logic to Tick().
  * added DeliberateMissTime
    * while > 0, AI will deliberately aim to the right or left of their target
in such a way that will just miss each shot.
    * additional aim error is added *on top of this*.
    * velocity aim error is taken into considered to prevent it canceling out the deliberate miss adjustment.
    * on target threshold is reduced to 1 degree to ensure the AI misses accurately.
    * lasts 2 seconds in total, though it begins to fading out after 1.
    * time is not reduced until AI is on target and firing.
  * moved UpdateSenseData() logic to ActorsPerceptionUpdated() and removed it.
  * added basic AI Barks.
  * created Guard state
* renamed GBAIPath to GBAIPatrolRoute to reflect its actual use.
* updated GBAIPatrolRoute
  * added ability to control the width at which AI can spread out while patrolling.
  * scaling the spline along the Y axis will affect the available width at that point along the spline.
  * patrol route width shown when selected, with any scaling.
  * improved ValidatePatrolRoute() function
    * projects each point to navigation mesh and zeros out roll first.
    * verifies location and width at each point & user specified distances in between each point.
    * highlights any issues found.
* updated GBSpawnPoint & GBSpawnManager classes to work with GBAISquad
* added NoTarget cheat for debugging AI
* created GBNavLinkProxy to allow for custom C++ nav link base classes.
* created GBNavLinkProxy_Ladder to control AI usage of ladders.
  * updated all affected Blueprints.
* created GBNavLinkProxy_Door to control AI usage of doors.
  * updated all affected Blueprints.
* updated DefaultEngine.ini
  Made sure RuntimeGeneration=DynamicModifiersOnly under [/Script/NavigationSystem.RecastNavMesh]
  NOTE: This will be reset when ever 'static' is selected!
  * changed bShouldDiscardSubLevelNavData to False under [/Script/NavigationSystem.NavigationSystemV1]
  NOTE: This allows us to move nav mesh to sub map if we wish.
* updated all TH- game mode maps
  * all navigation modifiers and links moved to _Geo.
  * deleted existing recast actors to ensure they were updated to use DynamicModifiersOnly.
  * added new ladder and door nav links.
  * added new guard points.
  * added patrol routes.
  * renamed AI spawns to make it easier to determine their locations.
* updated BP_Door_Swinging
  * removed old AI logic
  * added box collision around door core to ensure door core is picked up as a 'dynamic modifier'
by the navigation mesh regardless of the the static mesh used.
  NOTE: Fuck me, the UE4 navigation mesh can be a picky bastard!
* updated BP_WindowCover to disable any GBAIGuardPoint behind it when it's enabled.
* added missing JAFO patch.
* updated all behaviours trees to incorporate basic barks
* created BT_Guard
  * moves from guard point to guard point
  * scans area based on guard point values set by mapper.
  * avoids going to a guard point another AI is at or visited recently.
* updated BT_Patrol
  * squad leader determines patrol route and direction.
  * other squad members spread out behind leader
* updated BT_Attack
  * split up logic into sub BT's.
  * improved usage of cover by separating leaning & stepping out
  * includes barrel line check to prevent shooting cover.
* updated BT_Search
  * improved usage of cover by separating leaning & stepping out
  * improved selection of next search location based on search direction
  * search direction specified before running the BT.

* removed references to assets under local "_OLD_AI" folder that is not on P4 depot.
* added GroundBranch/AI to DirectoriesToAlwaysCook in DefaultGame.ini to make sure AI barks are cooked.

* added damage sense to AI
* rigged up AI to react to being bumped into or having a firearm collide with them.


CODE

* changed version number from 1025 to 1026
* update ZooKeeper plugin
  * disabled ElevatePlayer option for now - was being abused.
  * added MinPlayers to ZKVote to define minimum number of players required to vote.
  * added check to make sure VoteDuration is at least 10 seconds.
* created UGBCharAppearanceFunctionLibrary::ApplyCharAppearanceFromFile()
  * will take filename of appearance, open the file and apply it directly to character
* created UGBCharLoadoutFunctionLibrary::ApplyCharLoadoutFromFile()
  * will take filename of loadout, open the file and apply it directly to character

* added assertion check to UGBGameInstance::OnLoadingScreenFinished() to prevent log when game loads without a front end map
* created GBAIFunctionLibrary::ForgetrAll() to access the AIPerceptionComponent::ForgetrAll()
* created BT_Stunned for the AI
  * handles the timer related to how long AI is stunned for
  * disables/enables sight and hearing AI is stunned/unstunned
  * makes AI take short steps and turn randomly
  * once finished, sets AI to search mode
* updated BP_Explosion_MK13_Stun
  * unified code used to stun AI or local player
* updated BP_StunAffect
  * ensured that multiple stuns stack up
  * switched from timeline to float curve to control stun PP alpha

* cleaned up radio sound cues for Mikson (my bad)
* made firing volume a variable on UGBBarrelComponent
  * default set 165.
  * updated BP_MP5SD5/6 to 70
* added Idle/AlertAffiliationSightThreshold values to AGBAIController.
  * compares sight strength vs. these values to determine if they should automatically know if they've seen something hostile.
  * makes it easier to sneak up on AI from sides.
* changed BP_Suppressor_Master volume multiplier to 0.8
  * rifles should now be slightly harder to pin point than they used to be.

Title: Re: Ground Branch
Post by: Asid on March 28, 2019, 12:44:16 PM
BUILD UPDATE #012: Creep
26 Mar - Scopey

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/4016748/ee5b433e04336eecd594d43b7e33da9e1197f695.jpg)

Another intended hotfix feature-creeped into a proper update, Build Update #012 is here with difficulty level selection (including custom settings) for Terrorist Hunt, a shorty version of that sweet Midwest Industries tactical AK, and the usual assortment of quality-of-life fixes and additions.

Read on as we highlight the cooler stuff, and don't forget to leave your feedback, whether it's in the comments below, forums (BFS[www.blackfootstudios.com] · Steam), Discord[discord.gg] or any of our social media channels[www.groundbranch.com].
› NOTE: All dedicated servers must be updated to work with the current build.
› NOTE: Some Controls/Gameplay settings have been reset with this build. You will also need to set your Player Name again.

BUILD HIGHLIGHTS

A.I.

Difficulty settings and customizable parameters
Terrorist Hunt now has four A.I. difficulty presets: Untrained, Trained, Experienced and Ludicrous. You can also create a custom A.I. difficulty setting by individually modifying each parameter. How you set up the A.I. difficulty depends on the mode you're in. Let's go over them:

Play Offline / Host Game
For single player and listen server multiplayer, simply use the "AI Skill Level" drop-down menu when setting up the Terrorist Hunt game. By selecting "Custom", you can modify each parameter individually. For information on what each parameter does, simply hover the mouse over the line and it'll display a tooltip.
› The Center of Mass Bone parameter (which defines what part of the character model the A.I. bots aim for) has 3 "b_Spine" options: b_Spine is closer to the hip, b_Spine2 is near the neck, and b_Spine1 is in between those two points.

The Ops Board (a.k.a. the insertion selection LED Panel) in the Operations Room has also received some configurable settings:

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/4016748/f905df1888b8b50b399cd58c27943cd0ac786ad4.jpg)

The map's time of day—as well as the enemy's expected resistance and difficulty level—can now be set directly from the Ops Board. Please note that these options are only accessible to server admins or offline (single player)!

The difficulty level can be set to any of the four presets, as well as "???", which uses the custom A.I. preset drawn from whatever values you set in AISettings.ini (located in %LOCALAPPDATA%\GroundBranch\Saved\Windows).

Dedicated servers
For dedicated servers, the server admin can simply use the Ops Board (explained above) or modify the AISettings.ini file manually (%LOCALAPPDATA%\GroundBranch\Saved\Windows).

Distance threshold for aim error
The aim error code has been updated so that the deliberate missing now happens beyond a set distance, controlled by the DeliberateMissDistanceThreshold parameter. Within the set distance, A.I. are not likely to miss. Beyond that distance, the usual deliberate missing (determined by DeliberateMissTime and DeliberateMissBlendOutTime) kicks in.
› Want to disable the deliberate miss property entirely? Simply set DeliberateMissTime to 0 (zero).

It's worth reminding that the default A.I. presets are, as everything else, subject to change. So make sure to share your experience with the presets and custom A.I. values, as it might be useful for further tweaks.

AK-74 MI CQB
Little sister to the AK-74 MI (formerly MWI), the AK-74 MI CQB has been added to the armory. For now, it's essentially a better option for close quarters with no drawbacks. Don't worry: proper stats (range, accuracy, weight etc.) will be worked out in the future for all weapons.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/4016748/7d393f9e686e91e3bd50eddc6a45ce6ae930e739.jpg)
"I like how it's like the AK but smol" —Jeza (also the author of the above screenshot, shockingly)

Controls guide and loading screen tips
In order to help new players get the grasp of GROUND BRANCH's less conventional controls schemes, we've added a guide for the default controls to the main loading screen. All loading screens now also carry valuable gameplay tips. We'll be adding more tips as we go—feel free to suggest some of yours!

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/4016748/bd81ce5cfac2e7636296dd537b4baf2c98a5420c.png)
› The default controls graphic might appear distorted on non-standard (16:9) aspect ratios, despite us specifically telling the engine to account for those. Ugh.

Miscellaneous fixes
•   Foliage no longer blocks firearms, nor prevents leaning.
•   The Offset Rail can again be mounted anywhere along the top rails (rather than only the forearm top rail).
•   Mouse sensitivity settings will now be preserved upon change and no longer reset to different values.
•   You can (once again) select the default zero for individual weapons and optics. Go to Settings › Gameplay and look under Default Zeros (right-hand column). Add an optic/weapon with the
•   Fixed broken character and weapon movement/rotation in the Customize Operator screen when it was accessed from the Main Menu. Nope, it's done broke again. [REDACTED] [home office being trashed in the background]

That's it for Build Update #012. Until the next time!

P.S. We'd like to thank Rangda for the badass screenshots he's always providing for the vast majority of announcements and social posts we make. Tier 1 screenies, dude!

CHANGE LOG

Build version: 1026
Client
Steam Build ID: 3679830
Size: 662 MB
Dedicated server
Steam Build ID: 3679833
Size: 33 MB

FIXES

* FIXED radio volume issue on SmallTown
* FIXED bush in Power Station missing proper bullet collision settings
* FIXED Bush in Power Station with bad visibility collision
* FIXED firearms being obstructed by foliage
* FIXED foliage blocking ability to lean
* FIXED various collision bugs in Storage Facility
* FIXED see through boulder in Storage Facility
* FIXED rendering issue with blinking light in Storage Facility tunnel
* FIXED offset rail being restricted to top rails instead of sight & top rails.
* FIXED mouse sensitivity appearing to reset to some other value when changed in UI while engaging a sight.
    * for such a seemingly small change, it required a lot more work then expected :P
* FIXED not being able to add or edit a default zero entry in the settings menu.
* FIXED Always Run not toggling on/off when set and already in game until you hit Run again
    * will still need to release run key if it is set while run key is held down (get over it)
* FIXED not being able to move/rotate in the character editor from the main menu.
* FIXED crash due to destroying ability system component while an ability had it locked.
* FIXED breaching charges being able to kill targets through a wall.


CONTENT

* small tweaks in radio-related assets
* experimenting with new water material in Depot
* slight update to splash screen


A.I.

* updated GBAIController
    * replaced AimErrorPeriod with simpler AimErrorUpdateInterval
        * controls how often we the aim error alphas are changed (random between -1.0 to 1.0).
    * changed target distance aim error from blend to new to instant switch
    * added aim error based on AI movement speed
    * changed target velocity aim error from blend to new to instant switch
    * added distance threshold to deliberate miss code
        * below this distance the deliberate miss is blended away due to being too close.
    * added SkillLevel support
        * added 4 skill level presets to DefaultAISettings.ini (1-4)
        * added defaults for custom skill level to DefaultAISettings.ini (actual custom saved in AISettings.ini in save directory)
* added Difficulty to GBGameMode
    * currently only controls the AI skill level
        1-4 corresponds to the skill level presets.
        < 1 makes it use what ever custom skill level is defined in by default or under save directory.
    * value is replicated on GBGameState for use with UI elements etc.
* updated WBP_TerroristHunt_Settings to exposed all AI settings
    * required some updates to WBP_Config_XXX widgets to allow settings to be instantly saved.

* updated GBAIController
    * exposed ReactionTimeBase and ReactTimeRandom to settings
    * added bBeSuspicious BB boolean that is set when a non-hostile/non-friendly actor is sensed
        * this is a simple quick solution to getting AI to react to explosions, doors etc for now
        * updated to Blackboard and affect behavior trees.


CODE

* modified DamageMeleeWeapon
    * added option to use mutl instead of single trace
    * added list of surfaces to ignore during trace.
* removed unused animation notifier
* updated WBP_InGameMenuManager to use a single C++ function instead of looping through all child widgets :|

* updated GBPlayerSettings
    * changed all settings to config values and class to a config class
    * forced LoadSettings() to reload the config from disk.
    * created ApplySettings() to ensure config values were applied without the need to called LoadSettings() first.
    * changed default zero struct to use PrimaryAssetDataId instead of a string to hold the info about what item to zero for.
    * removed unneeded default zero functions.
    * changed CrouchType & GrenadeSwitchType from enums to int values so they work with UI widgets more easily.
    * updated all WBP_Settings_XXX to reflect changes
* updated GBAIController::InitSkillLevel() to use a full path to the AISettings.ini
* changed "Ridiculous" to "Ludicrous" to describe skill level 4 for AI
* updated UGBGameplayStatics
    * created new functions CanDamageStaticMesh(), CanDamageSkeletalMesh() & SphereOverlapDamageableComponentsSorted() based of functions prototyped in grenade explosion Blueprint.
    * created ConeOverlapDamageableComponentsSorted() based on SphereOverlapDamageableComponentsSorted() that checks that the component origin OR bounds are within a cone.
* created GBCharacter::CanDamageRadial() as a shortcut to call UGBGameplayStatics::SphereOverlapDamageableComponentsSorted() with require skeletal mesh & appropriate bones
    NOTE: reduce bones checked?
* updated GBGameInstance
    * added bShowDefaultControls bool with function to clear it.
    * added OnRemoveLoadingScreen delegate for loading screens to use.
    If not bound, will remove any loading screen present.
* rigged up WBP_StartupScreen to show up on initial load
* created WBP_RandomHint
    * used by start up and loading screens to display hints
    * randomly picks a hint that isn't used until it has gone through all over them, then reset
* fixed initial loading screens defaulting to 1280x720
* re-imported default key map texture at proper resolution
* quick grammar/spelling pass on random hints
* added pulse animation to "Continue" button on WBP_StartupScreen to draw the eye slightly more
Title: Re: Ground Branch
Post by: Asid on May 17, 2019, 01:51:12 AM
INTEL UPDATE #004: Track
17 May @ 12:54am - Scopey   

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/4016748/5351be7b474710ce391121b10e7a0f2fa3929cce.png)

Yes, it may have been a while, but fear not—we're still here, and we're not going anywhere.

This is an Intel Update to fill you in on what we've been up to, what to expect for GB's near future and why the next update is taking longer than usual.

Let's start with the latter. As most of you are aware, BlackFoot Studios are what is considered indie AF (that's short for as f***, in case you're not as down with the kids as we are). That, of course, means limited personnel and, often, limited time as well. In addition to all the regular development obstacles, availability wasn't great for most of us for the past month or so, resulting in an even bigger delay than expected. On the flip side, the next update should be more substantial both in terms of content and fixes, so there's that to look forward to.

Before we continue, let us just say that we're very grateful for all the patience and support coming from everyone despite the sometimes drawn-out progress. Thank you!

New update when?
The original plan for upcoming Build Update #013 was for a big PvP-oriented update featuring a couple new game modes and overall better PvP functionality and gameplay. Due to the aforementioned setbacks, however, we're likely to break it down into smaller updates—both because it's been a while already and because a big update would mean an even longer time without any updates.

Another thing we're considering is incrementally adding in the new weapon-related sounds that Mikson has been diligently developing, which were originally planned for only after the PvP update.

We're still figuring out exactly how we're gonna roll, but read on for an overview of what to expect of future updates…

Unreal Engine 4.22(.1)
Engine updates always take some time, but this one was relatively painless—there's always some tedious cleanup to do, but compared to the last time we did it, it went mostly swiftly. The jump to version 4.22 means a lot of editor-side bug and crash fixes, as well as some rendering improvements you may or may not notice depending on PC specs, video settings etc. Nothing major, but the quality-of-life bonus alone for us should mean less frustration going forward, and that's always a good thing™. Version 4.22.1, which is what we're on now, was a hotfix patch.

Sound design development
Almost all firearm sound assets are done, as Mikson and Kris work out the integration of said assets into the game via Wwise https://en.wikipedia.org/wiki/Audiokinetic_Wwise —the middleware also used in Insurgency: Sandstorm's excellent sound design. In case you've missed it, we posted a new little sound demo on YouTube a couple weeks ago:

YouTube™ Video: GROUND BRANCH — M4A1 Sounds Sneak Peek (Apr 2019)

https://youtu.be/bsf_eZ2NKGw

Mikson has since tweaked these slightly based on valuable feedback, as he'll continue to do with all effects as we get a better idea of how they sound within actual gameplay

We're over the hump when it comes to implementation of the new weapon sounds, but it's important to note that they might still be a couple updates away. Other sounds (like environmental) will be incrementally worked in as we go and added in subsequent updates.

New character assets and swatch system in the works
All of our character assets are being redone from scratch, with several new pieces of apparel planned for inclusion as well. Currently on the job is the very talented freelance contractor Pau Peñalver https://www.artstation.com/pawered , who has so far put together the beauties showcased below:

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/4016748/6b3caf1c8c84495cd2b866a14fb8334ee051879a.jpg)
Tactical-slash-cargo pants, anyone?

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/4016748/a385d7091f5fe8374108311a62f499b996d194ef.jpg)
Yes, we know you're so gonna mod a Hawaiian pattern onto this one

"What about them skins, though?", you ask, but with even less regard for grammar. Well, check this out:

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/4016748/52c108c6eaa006783d3446fb25b413ce5c4e45c3.jpg)
These skins aren't final (don't worry, we'll have most of these and more); point is, we're going be able to make the colors/patterns whatever we want (and so will you, in the future)

For the majority out there unfamiliar with UE4, the lovely schematic above lays out a UE4 Blueprint for a swatch system. A swatch system will not only purge skin inconsistency for assets, but also allow us to easily make any color or pattern we want into a selectable skin. Once modding is out, you'll be able to create your own as well. Hooray!

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/4016748/ac05fe11691672bb0737a3a57b3adf2bcc4a5c56.jpg)
Some basic color variations on that sweet dad plaid

These are only the first couple new assets, but we already have new assault gloves and an ACU-style jacket in the oven. You can look forward to redone (and brand-new) shirts and pants, as well as a fleece jacket, tactical gloves and a variety of footwear, with more apparel to be added as we go.

Map updates
City and 747 have both received extensive updates. 747 now supports Terrorist Hunt, and City will hopefully support it as well by the time the next update rolls out. Here are some previews of what's new:

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/4016748/87c62d6542a34d2e0a88f22758f3ea8837f73f67.jpg)
The central square of City is now home to a multi-story building that is being modeled after a bar/pub

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/4016748/e6a11bb3f2220315d693aacaa61ea3548863b87d.jpg)
Underground, the metro station now features a cozy, family-friendly restroom (credits: Jeza)

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/4016748/6cf832d14379b80392c7387b9f45b90f35c5b1bf.jpg)
On 747, the aircraft received an exclusive Ram Airways paint job …

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/4016748/7a54dd4d2bd45aa45ce745e4a84b94ae069d2b52.jpg)
… and some buildings were added as backdrop, among other updates (credits: Rangda)

PvP game modes
A couple new objective-based adversarial game modes are being developed and tested out by the team and a small test group. We'd like to have at least one solid new game mode in the next update, with iterations and new modes to follow. More news as it happens!
Title: Re: Ground Branch
Post by: Asid on June 26, 2019, 12:27:57 AM
BUILD UPDATE #013: Jumbo + SALE (-25%)
25 Jun @ 10:45pm - Scopey

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/4016748/dab05cd1896de31b488369a5f3cb61761d228337.jpg)

It's been 48 days since our last blog entry, and almost 3 months since our last game update, and while we're sorry we kept you all waiting that long, we hope Build Update #013 makes up for it.

As predicted in the last Intel Update (see above post), #013 has taken a lot longer than usual due to an engine update and a bunch of new things we've been putting into GROUND BRANCH that simply required the extra time to get implemented, tested, fixed, re-tested and so on. To summarize, this version includes the long-awaited first sound update, a new PvP game mode, new modes for new maps, some obligatory new gear and a sizeable list of fixes we'll go over in a bit.

We cannot stress enough how grateful we are for all you guys sticking around and patiently supporting us while we do our best to put this thing together. As always, thank you so much!

Before we go over the highlights, we figure we should let you know that…


GROUND BRANCH is 25% OFF on the Steam® Summer Sale!

We're right on time with this update for the Steam® Summer Sale 2019. If you haven't already, this is your chance to grab GROUND BRANCH with a magnificent 25% discount—our biggest discount yet—or maybe convince a few stubborn friends to join you in the tacticool bonanza. You're now armed with compelling case of a juicy update and a sale launching at the same time, so let's fill up them servers!


Read on (https://steamcommunity.com/games/16900/announcements/detail/1608264109143663529)
Title: Re: Ground Branch
Post by: Asid on July 04, 2019, 11:34:07 PM
BUILD UPDATE #014: Hotfix
3 Jul @ 7:44pm - Scopey

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/4016748/bad4c4b9d63d41e37685f02e039debf9a54dcc46.jpg)

Hotfix in the house!

We're fixing the networking issues and broken volume sliders brought in by the previous update, and throwing in a little extra content because why the hell not? "Well, maybe because extra content tends to increase file sizes and you're calling this a hotfix?", you might ask rather sarcastically. And to that hypothetical question, we reply: SHUT UP. SHUT UP AND TAKE OUR CONTENT.

Anyway, the rundown is right after this reminder:

The Steam® Summer Sale goes on: GB is 25% OFF!

The Steam® Summer Sale 2019 has another week to burn and our 25% discount is still on.

You know the drill—grab it, gift it, recommend it, share the news.

Every bit helps us get GROUND BRANCH to where we all want it to be.

We strongly recommend players coming from an older version of the game (pre-v1027) to delete all files located in %LOCALAPPDATA%\GroundBranch\Saved\Config\WindowsNoEditor. For those who can afford it, a complete reinstall isn't a bad idea either. If you have control, loadout and other such issues, be sure to try these options.

NOTE: All dedicated servers must be updated to work with the current build.

BUILD HIGHLIGHTS

Networking fixes
Lots of server fixes to address crashes, log spam and various connectivity issues introduced in v1027. Thanks for all the reports!

Fixed audio sliders
Mikson's new weapon sounds are impressive, but they're also pretty loud. If you're not among those of us who gladly risk hearing loss for some extra immersion, you'll be happy to know the audio sliders are fixed. To make gunshots and related sounds quieter, turn down the SFX slider under Settings › Audio.

Adjustable grenade throw
The grenade arc HUD for estimating throw trajectory can now be adjusted in steps for longer or shorter throws by scrolling up/down with the Mouse Wheel. Let us know how it works for you!

NEW MAP: 747 (Night)
WIP map 747 now has a first implementation of its Night version.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/4016748/3503f2890ac5fd66f0c7dbf7a03a8c4d773d7d8d.jpg)

Terrorist Hunt A.I. placement has been improved for both day and night versions.

Read on (https://steamcommunity.com/games/16900/announcements/detail/1608264109172117982)

Title: Re: Ground Branch
Post by: Asid on July 09, 2019, 11:42:32 PM
BUILD UPDATE #015: Hotfix
9 Jul @ 8:45pm - Scopey   

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/4016748/91bac3269c600762a057aaad55c7eea1efa7e408.jpg)

This is Build Update #015 bringing you the full patch notes for the second—and last—v1027 hotfix before we move on to v1028. (You can check out the previous v1027 patch notes above.)

We'd like to take a few lines to thank everyone who got on board the GROUND BRANCH train in the last couple weeks during Steam® Summer Sale 2019 and all the fantastic feedback. Seeing players enjoy the game we've been putting so much hard work into is immensely encouraging, so thanks everyone for keeping the community (and the dream) alive! Rest assured we'll keep doing our part.

Read on (https://steamcommunity.com/games/16900/announcements/detail/1608264109193949825)
Title: Re: Ground Branch
Post by: Asid on August 13, 2019, 11:13:18 PM
BUILD UPDATE #016: Double Tap
12 Aug @ 11:39pm - Scopey   

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/4016748/0b0686441663e88f143095e0bb2d85fba921d94d.jpg)

Mondays, huh?

Well, at least we got Build Update #016 with everything you need to know about v1028 of GROUND BRANCH. This is a big one, so sit back and read on for all the highlights and deets. The raw change log didn't fit here on Steam, so head over to our Dev Blog[www.groundbranch.com] if you wanna check it out.


Read on (https://steamcommunity.com/games/16900/announcements/detail/1608268006387451011)

Title: Re: Ground Branch
Post by: Asid on September 17, 2019, 11:23:56 PM
BUILD UPDATE #018
v1028 Hotfix 2

Tue, 17 September 2019

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/4016748/0b0686441663e88f143095e0bb2d85fba921d94d.jpg)

The second and final hotfix update for GROUND BRANCH Alpha v1028 is now available with general fixes, some cleanup and a little dash of content update. But before we go over this Build Update, gather around the bonfire and allow us to do a little recap.

Recap: 1st Early Access Anniversary

August marked the first anniversary of our Steam® Early Access (EA) launch. It was far from a smooth launch, with many players feeling the game wasn't EA-worthy, turned off by the lack of polish and limited content. Others immediately became active members of the community—some even forming units for regular sessions—but, overall, not many stuck around. Regardless of player adherence, however, one word was common throughout the vast majority of reviews: potential. Whether or not players "got it" and kept playing, GROUND BRANCH's potential was clear to most fans of the tactical shooter genre that tried the game.

The decision to release GB to the general public at the time was a very risky one, but the fact that so many players shared our vision and saw the same potential we did was enough encouragement to keep working on it as hard as we could. It goes without saying that the financial support brought on by sales (even if very modest in comparison to immensely more popular games) has greatly helped us along the way, allowing us to purchase development assets, hire contractors and get a little compensation for all the effort we've been putting in. So if on the one hand we might have come out in the open too soon, Early Access has also exposed GROUND BRANCH to a much larger audience and feedback pool, forcing us forward—right out of the "closed doors" development comfort zone—and providing essential funding.

At the time of Early Access launch, we were 5 team members. A.I. programmer Phil Carlisle (aka zoombapup) has since departed the team, with A.I. work since circa October 2018 having been done by Kris. But Early Access has also brought us sound man Mikson straight from the community, and we've just recently secured the long-coveted animator: she goes by toadie2k, is based in Australia, and you might know her from the prolific Arma 3 modding scene. All in all, we feel like we've made steady progress since launch, but things should hopefully pick up pace a lot more from here on out.

In conclusion, we'd like to thank everyone who ever gave GROUND BRANCH a try—but especially everyone who stuck with it and have kept our community alive over the last 12+ months. We truly appreciate your support.

· · ·

How do you feel GROUND BRANCH has progressed over the last year? Let us know in the comments! Also…

Please consider updating your Steam® review! (Or leaving one)

For many players, the decision to buy or pass on GROUND BRANCH lies heavily on customer reviews. The game has changed considerably since EA launch, so make sure you customer review reflects the most recent feature set, stability and content. And, most importantly, your most recent opinion.

We currently hold a "Mostly Positive" rating for All Reviews (recommended by 78% of them), and a "Very Positive" rating for Most Recent (92% approval over the last 30 days). Your review update might make a difference!

· · ·

Are you interested in following development a little closer or interacting with us?
You can do that via our Discord, Steam, Reddit, Twitter, Instagram and Facebook presences.

· · ·

Coming from a previous version of the game? Issues with controls, loadouts, assets or settings?
We strongly recommend players coming from an older version of the game to delete all files located in %LOCALAPPDATA%GroundBranchSavedConfigWindowsNoEditor (copy and paste the underlined path onto your File Explorer address bar and hit Enter to go to folder). For those who can afford it, a full reinstall isn't a bad idea either: it may fix broken/missing features introduced in this version, as well as issues with controls, loadouts, assets and settings.

Update your server!
All dedicated servers must be updated to work with the current version. Make sure yours is updated so players can enjoy the latest version of GROUND BRANCH.


BUILD HIGHLIGHTS

Content updates

UPDATED: MP5 family

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/4016748/9d1f22133618cdcd06ab8f7813bc06b5dfeaa819.jpg)

•   MP5 models and textures have been updated to be consistent across all variants.
•   Added MP5A4: fixed-stock variant with 3-round burst capability.
•   MP5A5 (sliding stock, 3-round burst) has replaced the MP5N.

UPDATED: AN/PVS-22 UNS textures

The AN/PVS-22 UNS night vision optic has received new textures that include markings and improved materials.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/4016748/9a6ad9a82894c093b2ec9f175c33ab380b458718.jpg)

UPDATED: G33 Magnifier model and textures

A new model and textures for the G33 Magnifier have been added. It now features the EOTECH® logo and markings.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/4016748/9ebcb69d4b7dcd5a59ad62cba7e8a1ccfd93a463.jpg)


KNOWN ISSUE: The front lens has a texturing error, but please remember it's rude to stare.

Optic placement

The placement of optics has been further adjusted to reduce instances of clipping.
› Keep in mind that weapon builds created before this version will not be affected.
Ultra-widescreen support for NVG/Binoculars overlays


The screen overlays for the AN/PVS-15 and Binoculars should now display correctly on ultra-widescreen monitors.

General cleanup and bug fixes

Fixes and cleanup form the bulk of this update. You can read the full list in the raw change log, but here are some of the main ones:
•   The sound bug where a full auto loop goes off forever should hopefully be gone. Again.
•   The grenade throw arc should no longer be affected while holding Use/Interact (default [F]) + [Mouse Wheel] for incremental door opening.
•   Aim / Use Off Hand (default [Right Mouse Button]) should now consistently close the top Inventory bar.
•   Magazines will no longer take their skin from the pouch/vest color and should now match the weapon's skin selection—when applicable, of course.
•   Fixed Shooting Range targets not dropping consistently. (Told you this f***er keeps creeping back in!)
•   Power Station has two less exploits: being able to jump over fence out of bounds and being able to look through ceiling inside A tunnel.
•   You will no longer go through the wall when jumping off the ladder in City. Thanks for the reports!
•   City has also received a little optimization pass for textures.
•   Window panes on 747's namesake aircraft no longer appear through other elements in map (e.g. the aircraft's wings).
•   Hints should now always display at the top layer on the screen.
•   Added hints for the Binoculars usage (zooming in/out and NVG incompatibility).
•   After Grenade Throw option should again correctly follow player settings under Gameplay › Firearm; in particular, "Switch to Previous Item" should now do as it says.
•   Improved foregrip hand pose and location for the MP7A1.
•   Various crash fixes.
•   A bunch of code and under-the-hood stuff only Kris really understands.

WHAT'S NEXT?

Version 1029 will be a big gear-oriented content update. Expect a lot of new and updated attachments, a remade Depot map and maybe a taste of the new character assets.

The groundwork for the new character skeleton—which will allow for new, clean animations—continues to be implemented in a separate development branch and is still set to have its first working iteration ready for the big v1030 update.

Stay tuned!

CHANGE LOG

Build version: 1028.2
Client

Steam Build ID: 4171971
Size: 258 MB
Dedicated server

Steam Build ID: 4171975
Size: 32 MB

FIXES

* FIXED spawn protection actor not removing its "ignore use input" entry
* FIXED GBPlayerController not resetting the ignore use input array when reset on map change
* FIXED ZooKeeper server settings not updating without restarting server when changed at runtime by admin
* FIXED Shooting Range targets not falling consistently
* FIXED Power Station – view through the ceiling when on top of the box in the A tunnel nears the stairs to A hallway
* FIXED Power Station – being able to jump over the fences into the areas considered outside of the map
* FIXED 747 – invisible obstruction in front of car that blocks way forward
* FIXED little crack on the wall on Power Station stairs (east side)
* FIXED distorted texture on Power Station wall near stairs
* FIXED binocular overlay ultra-widescreen support
* FIXED night vision overlay ultra-widescreen support
* FIXED calling switch items on an item you're already switching to
* FIXED grenade switching to primary firearm instead of last used item
* FIXED binoculars not scaling sensitivity
* FIXED hints being displayed behind other widgets
* FIXED being unable to holster sidearm
* FIXED UseOffHand not hiding inventory bar
* FIXED log spam about invalid player states in WBP_GameInfo
* FIXED order in which night vision post process is enabled and overlay is faded in/out.
* FIXED incorrect target hands for dropped firearm and magazine
* FIXED PrevEquipped[X] being cleared incorrectly as item was put away
* FIXED AGBCharacter::PlayNextSwitchItemStage() called equip montage if item still in target hand.
* FIXED AGBCharacter::PickupItem() not clearing equip hand targets
* FIXED possible usage of nullptr in UGBItemDragDropOperation::CreateTargetProxyFromItem()
* FIXED crash in lambda used by AGBPlayerState::OnRep_InReadyRoom() to delay event call
* FIXED crash in IUWorks::StartupModule() due to SteamGameServerUtils() returning nullptr
* FIXED bad logic in AGBGameMode::HasReachedTimeLimit()
* FIXED looping full auto sound when firearm is destroyed while full auto sound is playing
    * changed PostEvent calls to set stopWhenAttachedToDestroyed to 'true'
    * added C++ code to call UAkGameplayStatics::StopActor() when firearm is destroyed
* FIXED AlaskaCedar_Desktop_Branch_Mat blocking bullets
* FIXED Next/Prev Position input working on door even if Use/Interact isn't held down due to overlap not resetting last Use/Interact time
* FIXED grenade showing arc on Next/Prev Position input even if door was being interacted with
* FIXED placement of flashlight handguard on MP5A4 and A5
* FIXED incorrect icon for MP7A1
* FIXED clipping through wall when jumping off ladder in City map
* FIXED 747 windows and doors rendering through wings and other geometry in map
* FIXED gap in City map pub area wall
* FIXED grass showing through City map street
* FIXED MP7A1 grip pose and location
* FIXED magazines taking skin from pouch/platform instead of related firearm (at least with modular pouches)
* FIXED BP_MP5SD5_SuppressorRail bottom rail acting as top rail
* FIXED UGBSightComponent::GetMatchingFrontSightPost() finding the lowest front sight post instead of the front sight post with the closest matching height to the rear sight post
* FIXED grenade arc being adjusted while Use/Interact key is held down
    * stops arc changing while opening door incrementally


CONTENT

* exposed shootable target's take hits variable so can be set per placed target in maps by level designers
* finished off AN/PVS-22 textures
* City map
    * texture usage optimizations
    * downsized a lot of 4k textures that were being used
* reworked flashing light setup on SWAT truck to look a lot better… and actually flash
* adjusted blocking socket on ACOG 6x and M233 scopes to stop clipping
* adjusted AK-74 sight rails to be a bit more forward
* removed development version of User Arena map
* adjusted placement of various optics
* updated MP5 models to be consistent in design, scale and material usage
    * no longer have the MP5_Navy
    * added MP5A4 and MP5A5 versions
* updated G33 Magnifier mesh and materials
 

CODE

* updated handling of switch items, pickup item and drop items
    * more unified approach that is more brute force in its handling
* added hints for binocular usage – zoom and not working when night vision goggles are down
* updated GBGameMode to make it wait until round stage is WaitingForReady before ending game based on time limit
* added TimeLimit > 0 check to AGBGameMode::HasReachedTimeLimit() to stop it thinking we've hit a time limit when none was ever set (oops)
* changed usage of DetachFromComponent() to ensure UActorComponent::Modify() is NOT called
* removed erroneous usage of TWeakObjectPtr in various classes
    * replaced them with UPROPERTY() versions
    * added additional checks when required
    * should fix crash related to TWeakObjectPtr - can't crash if it doesn't exist
* ensured UniqueId.ToString() uses same logic
    * created UGBGameplayStatics::GetUniqueIdAsString() for those that use PlayerState
 for all others, made sure they followed the same logic
    * should fix crash related to IsValid() error in UniqueId somewhere…
* updated BP_ANPVS_15
    * rearranged logic to fix bug introduced by animation change
    * cleaned up turn on/off play raise/lower animation events
* updated GenerateBuildNumber.bat to use P4_Tickets as password if defined for both login check and change list info
* updated C++ & Blueprints to change references to RoundLength and RoundDuration to RoundTime
* changed "roundlength" entry in DefaultGame.ini to RoundTime
* updated DefaultZooKeeper to add "roundtime" as a valid command
* updated BP_TacLight_MP5 to look for socket on potential parent rather than at the class of the potential parent
* updated GBRailComponent to use different colors to show rail face
    Blue = top
    Orange = bottom
    Green = side
    Cyan = angled
* created AGBGameState::CanChangeLightingScenario() event to allow/disallow lighting change mid-round
* removed unused WBP_StunOverlay
* updated BP_StunAffect to disable itself when destroyed
* changed CanChangeLightingScenario() from BlueprintImplementableEvent to a BlueprintNativeEvent and created native implementation in GBGameState C++
* removed ExampleDeviceProfileSelector from EnabledPlugins array in DefaultGame.ini
* removed additional Tilde (~) key from ConsoleKeys array in DefaultInput.ini
* removed support for MouseSensitivityMagnified2-8 – no longer needed
* added bDisableInputScaling setting to GBPlayerSettings
    * allows you to disable the 2.5 scaling that is done to all input by default
      NOTE: may simply scale mouse/controller sensitivity to compensate later
* added ControllerSensitivityScale variable to GBPlayerController
* scales controller input based on the sensitivity change caused by aiming/using magnified optics
* removed hint time limit constraint
    * hint manager now supports multiple hints and removes any hint of a similar class if another one is added
* moved grenade hints to same location as all other hints
* updated all hints to flow same format
    * heading, then description with button usage, if any
* added support for TeamKillWarning
    * uses hint system to warn the player when they have teamkilled
      NOTE: means it only comes up 3 times before not showing up anymore

Title: Re: Ground Branch
Post by: Asid on December 11, 2019, 11:15:04 PM
BUILD UPDATE #020
Wed, 11 December 2019

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/4016748/edfeeb4b4226916a7fead5cf499e35c12e68644e.jpg)

Gear Up

After a lengthy, grueling period of bug smiting since the last UE4 engine update broke way too many things (we're now on UE4.23.1), version 1029 of GROUND BRANCH is finally rolling out.

Name of the game for this update is content: We have both added and updated several weapons and attachments, made a few map improvements and rebuilt Depot from scratch with dynamic lighting. But it's not all content—enemy A.I. sight is more complex and no longer spots players in a binary fashion, audio has been added to and improved further, and a first pass on the Mission Summary screen has been implemented, among many other smaller and under-the-hood changes and fixes that you can check out in the highlights below and the raw change log at the end of the page.

Sit tight and buckle up, 'cause there's a lot to cover.

    › Coming from a previous version of the game? Issues with controls, loadouts, assets or settings?

    We strongly recommend players coming from an older version of the game to delete all files located in %LOCALAPPDATA%GroundBranchSavedConfigWindowsNoEditor (copy and paste the underlined path onto your File Explorer address bar and hit Enter to go to folder). For those who can afford it, a full reinstall isn’t a bad idea either: it may fix broken/missing features introduced in this version, as well as issues with controls, loadouts, assets and settings.

    › Update your dedicated server!

    All dedicated servers must be updated to work with the current version. Make sure yours is up-to-date so players can enjoy the latest version of GROUND BRANCH

Build highlights

A.I. perception tweaked

Previously a binary system, the enemy A.I. sight has been upgraded to no longer spot and engage players immediately upon seeing, for example, a glimpse of the character's arms, head or leg sticking out of cover from a light-year away. This new setup takes different body parts into consideration and applies an individual value to them based on distance and amount of exposure—so you may be able to pop your head out from afar and not be instantly recognized by tangos as a hostile.

On the flip side, they should now react more appropriately to loud noises and are more likely to investigate and adjust their search location if they hear gunfire and explosions.

It's all a first pass and a work in progress, but it should make things a lot less frustrating. Oh, and Kris says "[The system] is setup to allow further adjustments based on lighting, camo etc." We'll still have to figure out a good approach for those.

Audio

Gunshot sounds

Mikson has added/updated gunshot sound effects for the following weapons:
•   MK 25 / MK 25 (Suppressed)
•   M1911 / M1911 (Suppressed)
•   G22 Custom / G22 Custom (Suppressed) [model since replaced by the G19 Customs, which will use the G22 sounds for now]
•   MP5 / MP5 (Suppressed)
•   MP7 / MP7 (Suppressed)
•   MPX SBR
•   UMP45 / UMP45 (Suppressed)
•   M16A4
•   M416D
•   MK 18 Mod 1
•   AK-74M / AK-74 MI
•   MK 14 Mod 2 EBR / MK 14 Mod 2 EBR (Suppressed)
•   MK 48 Mod 0
•   M1014


https://youtu.be/O7thlVORj4Y
 
Note: the G22 Custom has since been replaced by the G19 Custom, which is using these same sounds for the time being


 Full changelog here (https://steamcommunity.com/games/16900/announcements/detail/1703980913703393551)

Title: Re: Ground Branch
Post by: Asid on December 21, 2019, 02:39:42 PM
BUILD UPDATE #021
Fri, 20 December 2019

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/4016748/d17b380e65f21e3dfaf621ac7687b83a8a2e514d.jpg)


Patch 1029.1
This is a small patch mainly intended to fix the various game crashes and connectivity issues introduced in version 1029.

⚠️ Coming from a previous version of the game? Issues with controls, loadouts, assets or settings?

We strongly recommend players coming from an older version of the game to delete all files located in %LOCALAPPDATA%/GroundBranch/Saved/Config/WindowsNoEditor (paste file path onto your File Explorer address bar and hit Enter to go to folder). NOTE: This will remove all saved settings and loadouts.

For those who can afford it, we suggest a full reinstall: it may fix broken/missing features introduced in this version, as well as issues with controls, assets, settings and even performance. To ensure a clean reinstall, you need to manually delete all files located in these folders:
•   …/steamapps/common/Ground Branch
•   %LOCALAPPDATA%/GroundBranch/%UserProfile%/Documents/GroundBranch/
⚠️ Update your dedicated server!

All dedicated servers must be updated to work with the current version. Make sure yours is up-to-date so players can enjoy the latest version of GROUND BRANCH!


Fixes

•   Kris went over the code side of things to fix the crashes and connectivity issues brought on by 1029. Thanks for all the reports and crash logs!
•   Cleaned up some bad navmeshes in Depot, Small Town and 747 so bots won’t get stuck in (or not go to) certain areas. Bad navmeshes!


What's next?

Patch 1029.2 will fix a few less pressing issues from 1029 that didn’t make the cut.


This has been Build Update #021!

The GROUND BRANCH community is on Discord, the Steam® Community Hub, Reddit, Twitter, Instagram and Facebook. Reach out with your questions, suggestions and issues and we’ll get back to you as soon as we can. Also, make sure you check out our official FAQ—it’s guaranteed to have some As for your Qs.

🎄 Holiday break 🎄

We’re taking a little time off the game for a week or two to enjoy the holidays. You may still see some of us around here and there—can’t leave y’all unsupervised that long—it just won’t be as common. Afterwards, we’re back to working on the 1029.2 hotfix and the big 1030 update.

Thank you all so much for a great year in the development of GROUND BRANCH. We feel like it’s really coming together and we wouldn’t have gotten this far if you all hadn’t hopped on board. Sharing our vision in this passion project with new players, veterans, streamers, content creators and orphans of the genre alike has been fantastic and we’re nothing but thankful for all the support.

Happy Holidays, everyone! We’ll see you in 2020.

—The BlackFoot Studios Team


Version info & change log

Game version: 1029.1
Client

Steam Build ID: 4502655
Size: 119 MB
Dedicated server

Steam Build ID: 4502665
Size: 28.1 MB


FIXES

* FIXED various AI navigation issues in 747, Depot and Small Town


CODE

* cleaned out unused functions from GBGameViewportClient
* removed usage of ConstructorHelpers from GBBotManager to fix related crash
* updated GBFirearm
* moved some logic from OnBeingUnequipped() to OnRemoveFromCharacter() to ensure that logic is called even if the firearm being equipped isn't detected.
* added check in BeginDestroy() to prevent it trying to stop sounds on a dedicated server to hopefully fix a crash related to the server removing listeners in Wwise when there are none.
* updated GBItem::UpdateSkin_Implementation() to try to fix crash related to a MID not being created correctly by engine due to the primitive component owner being invalid in some way.

* created M_Widget3DPassThrough based on suggestion to correct washed out look for web-based MOTD
* see https://forums.unrealengine.com/development-discussion/rendering/91810-browser-3d-widget-looks-washed-out
* created UGBGameplayStatics::IsNetReady()
* takes PlayerController, finds the matching net connection (if any) and returns the value of IsNetReady()
* updated GBGameMode
* moved adding players to waiting queue from HandleStartingNewPlayer() to PostLogin().
* updated NewPlayerWaitingTimer() to use UGBGameplayStatics::IsNetReady() to make sure a player can received RPC's before attempting to call ClientInitialSync().
* updated GBCharacter::NetMulticastPlayVoice_Implementation()
* added IsAlive() check to prevent trying to start playing voice for dead/dying character
* changed check(VoiceAudioComponent) to return if VoiceAudioComponent is a nullptr instead.
* VoiceAudioComponent could be null if the character is out of range of any players that can hear it or sound is disabled :|
* Fixes crash related to VoiceAudioComponent coming back as null and the check() failing.
* updated GBPlayerController to only created a VOIPManager if sound is enabled.
* updated GBVOIPComponent
* instead of emptying entire audio queue into buffer if not enough samples are ready, it will now only dequeue enough to meet the current requirements.
* also changed loop to use !IsEmpty() instead of return value of Dequeue().
* hopefully fixes Dequeue() causing crash for some reason 
* updated GBGameMode
* removed call to PlayerController->ClientInitialSync() in HandleStartingNewPlayer().
* added !WaitingPlayer->IsUnreachable() check to NewPlayerWaitingTimer()
* Should fix crash related to calling ClientInitialSync on a player who did not connect correctly resulting in the "Unreachable" flag being set and no RPC's working (hence the crash).
* updated GBFirearm
* moved sight sorting to FSightGroup::AddSight()
* updated FSightGroup::GetActiveSight() to use IsValidLowLevel() instead of nullptr check and IsValidLowLevelFast()
* added UPROPERTY() macro to SightGroups member variable
* hopefully these changes fix the crash related to GetActiveSight()

* attempted fix for crash related to using ConstructorHelpers in GBGameMode
* classes used by game mode are now null by default when game mode is created.
* PostLoad() and PreSave() will check if these classes are still null and set if them to the proper defaults they actually are.
* removes the need for the ConstructorHelper function that was failing, so fixes the crash

Stay connected

Discord / Steam Community Hub / Reddit / Twitter / Instagram / Facebook

Title: Re: Ground Branch
Post by: Asid on January 24, 2020, 02:44:15 PM
BUILD UPDATE #022
Thu, 23 January 2020

Patch 1029.2

Build Update #022 is here with version 1029.2, a hotfix patch that should take care of the connectivity issues that have been keeping multiplayer rather broken, as well as a few other miscellaneous fixes.

› This is a crucial update for online play!

If you're a server admin, be sure to update your dedicated server. In other news:


🔥 SALE: Save 25% on GROUND BRANCH 🔥

This year's Steam® Lunar New Year Sale will run from January 23rd (1pm EST / 6pm GMT) to January 27th, during which time GROUND BRANCH will be 25% OFF.

Spread the word, maybe even gift a copy, and let's get that player count up!


⚠️ Coming from a previous version of the game? Issues with controls, loadouts, assets or settings?

We strongly recommend players coming from an older version of the game to delete all files located in %LOCALAPPDATA%/GroundBranch/Saved/Config/WindowsNoEditor (paste file path onto your File Explorer address bar and hit [Enter] to go to folder). NOTE: This will remove all saved settings and loadouts.



For those who can afford it, we suggest a full reinstall: it may fix broken/missing features introduced in this version, as well as issues with controls, assets, settings and even performance. To ensure a clean reinstall, you need to manually delete all files located in these folders:
•   …/steamapps/common/Ground Branch
•   %LOCALAPPDATA%/GroundBranch/%UserProfile%/Documents/GroundBranch/

⚠️ Update your dedicated server!

All dedicated servers must be updated to work with the current version. Make sure yours is up-to-date so players can enjoy the latest version of GROUND BRANCH!


Fixes and changes

Server connectivity
•   Being stuck while requesting rules, servers requiring frequent restarts and other related connectivity issues have been fixed. As always, thanks for all the reports that helped Kris zero in on the problem and purge it.

A.I.
•   A bug in the enemy A.I. perception has been mitigated to make it more reactive, particularly at close quarters. Their detection at range may have been compromised in the process, but we haven't been able to determine for sure. (We opted to not hold the connectivity fix back any longer, so we'll be fixin and tweakin' this bit of the A.I. as we go.)

Miscellaneous
•   Hitting Cancel when requesting rules now stops the request and removes the overlay instead of kicking you back to the Main Menu.
•   [Online] Sidearm holsters are once again visible.
•   General cleanup on Depot map—mainly collision and things that defied gravity.
•   Bushes have been optimized for better collision and overdraw.
•   Tweaked placement of the suppressor on the M17 pistol to line up properly.
•   [Online] Magazines make a sound again when dropped, and only become interactive (i.e. able to picked up) after they collide with something.
•   FIxed SDASS Custom not cycling the action when firing mid-reload.
•   Updated old Breaching Charge blueprints to ensure the correct number of charges is carried.


What's next?

Big update 1030 is still under development and we're estimating to have it ready within the next few months. Version 1030 is set to bring in all-new character assets (arms, apparel, camos…), new animations by seasoned Arma 3 community modeller and animator Toadie—as well as the accompanying actions/functions for them—and other sweet stuff like new gear, ambient map sounds, and more.

We'll get an Intel Update or two out in the meantime to keep everyone posted and provide some sneak peeks. Stay tuned!


This has been Build Update #022!

The GROUND BRANCH community is on Discord, the Steam® Community Hub, Reddit, Twitter, Instagram and Facebook. Reach out with your questions, suggestions and issues and we’ll get back to you as soon as we can.

Also, have you checked out the official GROUND BRANCH FAQ yet? It's got a comprehensive insight into what's coming and what isn't, and should answer most questions newcomers have.

Oh, and don't forget:
🔥 GROUND BRANCH is 25% OFF until January 27th!

So let your friends know and grab an extra copy if you're feeling generous! Every purchase helps us take the game further.

We hope 2020's been treating you well so far, and we'll see you on the next update.

—The BlackFoot Studios Team


Version info & change log

Game version: 1029.2

Client
Steam Build ID: 4598942
Size: 416 MB

Dedicated server
Steam Build ID: 4598947
Size: 40 MB

FIXES

* FIXED Depot issues
* Possible to get into river at boat spawn
* Large rocks around river area do not extend into ground
* Various trees not properly grounded and sticking above terrain
* Hovering wall section above ground
* Barrels hovering above ground
* Electrical box hovering above ground
* Various places getting stuck on collision along river edge
* Various large rocks no properly grounded with terrain
* FIXED M17 suppressor not lined up properly
* FIXED missing polygons in end of Depot bridge (remade section)
* FIXED wall clipping issues on User Arena 2 map
* FIXED map list generator using "GameMode" instead of the "Game" to specify which game mode class a map should use
* FIXED Admin UI not displaying message overlay when executing a command or filling a request
* For whatever reason, the existing version would not be visible on screen no matter what you did (replacing it with a copy of the pre-connect overlay used by the server browser fixed the problem)
* FIXED encoding/decoding GBHolster in relation to replication
* FIXED Server Browser filtering by game mode
* FIXED being able to place the EBR Extended Rail on another EBR Extended Rail
* FIXED WBP_UseItemMenu overriding mouse left/right, causing mag dumps if used while firing
* FIXED dropped magazines not being interactive or making noise on client due to previous changes to GBDroppedItem class


CONTENT

* Optimized polygons on bush models for better line check collision and reduced overdraw


CODE

* added info to RelativePriority >= EBTNodeRelativePriority::Same error in UBehaviorTreeComponent::RequestExecution()
* cleaned up and named all Blackboard Based Condition decorators in attempt to locate buggy bEnemyLOS one
* removed duplicate Has bEnemyLOS? decorator – hope it doesn't break the BT
* updated FSightGroup::AddSight() to add IsValidLowLevel() check to each GroupdSightComponent, as they keep getting GC'd or something while be added

* updated GBFirearm
* added IsLowLevelCheck() checks to GroupedSightComponents usage
* added FMath::Max() check to prevent possible divide by zero in FSightGroup::AddSight().
* added additional logging to AGBGameSession::ApproveLogin() to help track connection issue
* modified AGBGameMode::PreLogin()
* now call Supe::PreLogin() before call GBGameSession->ApproveLogin(), if error message is empty
* added additional logging to help track connection issue
* updated WBP_ServerBrowser
* added timeout when getting rules to auto-fail after 10–15 seconds
* hitting cancel when requesting rules now stops the requests and removes the overlay instead of kicking you back to the Main Menu
* added hack to UZKMapList::Init() to replace usage of "GameMode" with "Game" in existing map list entries
* added bGameModeParamRequired member variable to UZKSettings class
* Makes sure that "Game=<game mode class>" is always included in any command related to changing the map
Defaults to true. Made optional so that if the plugin is used with a game that only has one game mode etc., it'll skip the check
* updated UZKCommands::HandleChangeMap( ) to check if "Game" option exists before allowing command to execute if bGameModeParamRequired is true
* updated UZKMapList::GetNextMapListEntry() to check if "Game" option exists in an entry before considering it as valid if bGameModeParamRequired is true
* updated UZKMapList::StartMapList() to use the first valid map entry instead of the first entry
* updated UZKAdmin::FileRequest() to return true if the request is valid, but there are no lines to return
* updated GBPouch encode/decode implementation based on recent changes to GBHolster
* updated BP_BreachingCharge & BP_Pouch_BreachingCharge
* cleaned up or removed old logic
* moved handling of detonator to pouch
* made sure detonator exists when pouch is decoded or refilled
* moved AGBItem::OnBeingDropped() call to GBDroppedItem class so that it is called on both the server and client
* updated GBFriearm
* created OnBeingDropped() so that client has a chance to force audio loops to end when firearm is dropped (in case OnBeingUnequipped() fails)
* updated OnRemovedFromCharacter() to ensure that SetRecoilCount() is call on the OldParentCharacter
* updated AM_Reload_PumpAction to try and improve pump action reload syncing
* updated BP_SDASS_Martial
* added timer when fired without hand on foregrip that will loop back to pump when hand has been placed back on the foregrip.
* forced reload to always use ChamberSingleRound due to the ChamberRound section always failing to sync properly :(

Stay connected

Discord / Steam Community Hub / Reddit / Twitter / Instagram / Facebook



Title: Re: Ground Branch
Post by: Asid on March 22, 2020, 11:59:47 PM
BUILD UPDATE #023
Fri, 20 March 2020

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/4016748/89b9410fdcd50df2dbdfc813d708d298746ca681.jpg)

Patch 1029.3


    ⚠️ Issues starting the game since the update?

    If you're unable to launch GROUND BRANCH since updating, please download and install the latest version of Microsoft Visual Studio (x64: vc_redist.x64.exe) from here. https://support.microsoft.com/en-us/help/2977003/the-latest-supported-visual-c-downloads



How's everyone doing?

Staying inside? Fingers off face? How long has it been since you washed your hands? A while? Then go wash 'em again. We'll wait, it's fine.

You know Covid-19 is out there and it's everywhere. And the initial belief that it is rarely dangerous to the young and healthy is appearing less and less reliable every day. We don't need to remind you to be safe, stay inside and take it seriously, but we will anyway: Please be safe, stay inside and take it seriously.

• • • • •

Before we move on to this build's contents, we'd like to give you all a little update on things.

A little update on things

As some of you might recall, we had originally planned for 1030 to hit sometime around February or March. But as no plan survives first contact, that simply proved impossible—our last patch, primarily intended to fix the "Requesting Rules" and other connectivity bugs, didn't. After a lot of aggravation, Kris chased down some Steam/Steamworks plugin issues and migrated the engine and base code from 1030 (which was and remains in development) to retro-fix the 1029 problem. It seems to have eventually worked out, so that's what we're putting out here.

When is 1030 coming?

We know you're probably very eager for 1030 and we truly share your frustration—we can't wait to play it ourselves. But in addition to all the time and effort spent on the persistent 1029 bug, there's also the issue that 1030 is set to be a massive update, which means a massive amount of work and a massive number of things that can break. With that in mind, there's no real ETA on version 1030 of GROUND BRANCH at this time, as any forecast can be thwarted just as easily as it can be made.

Token of gratitude

Everyone's patience and support has been greatly appreciated, and as a little "thank you" gift, we've compiled all the awesome upcoming apparel that the very talented Pau Peñalver has modelled so far for GROUND BRANCH right here, including a lot of process images for those interested in 3D and surface work. Pau has been working on these new assets for a while, and although we've shared some of these pics before, there are a few exclusives in the mix and the whole album may be fresh if you're a newcomer.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/4016748/236d4e4ce16e6a86aefcb19a70a4aea5c93084bc.jpg)

Click here for the gallery! https://imgur.com/a/8CPpudI


    ⚠️ Coming from a previous version of the game? Issues with controls, loadouts, assets or settings?

    We strongly recommend players coming from an older version of the game to delete all files located in %LOCALAPPDATA%/GroundBranch/Saved/Config/WindowsNoEditor (paste file path onto your File Explorer address bar and hit [Enter] to go to folder). NOTE: This will remove all saved settings and loadouts.

    For those who can afford it, we suggest a full reinstall: it may fix broken/missing features introduced in this version, as well as issues with controls, assets, settings and even performance. To ensure a clean reinstall, you need to manually delete all files located in these folders:

        …/steamapps/common/Ground Branch
        %LOCALAPPDATA%/GroundBranch/%UserProfile%/Documents/GroundBranch/

    ⚠️ Update your dedicated server!

    All dedicated servers must be updated to work with the current version. Make sure yours is up-to-date so players can enjoy the latest version of GROUND BRANCH!




Fixes and changes

Server connectivity

Connectivity issues should hopefully have been fixed for good this time around.

[WIP] Climbing

As a result of moving some base code from 1030 into 1029, the core functionality for climbing is now available to preview. It’s really just the core functionality—there are no animations yet and it looks unsurprisingly funky, but it does open up some interesting gameplay possibilities and it should be a fun ability to try out.

(https://i.imgur.com/QXTTKkN.gif)

To climb, press Jump (default Spacebar) near an object and your character will climb—or rather sorta float—onto it. Climbing is currently limited to objects that are about chest-height. That height will be tested and revised as we go, and we’ll be sure to add sensible limits to what can or not be climbed along the way.

Because it’s only a core functionality with no animations, basic collision will keep players from vaulting through smaller windows and similar openings without sufficient room for a standing character, so keep that in mind when rounds start flying!

Jumping height decreased

Now that we can (very crudely) climb and vault, jumping is no longer needed to get players out of dead-ends and is now limited to a short leap. No animation for that either—we’re working on getting those in for 1030.

[WIP] Sound occlusion

We’re slowly migrating the sound occlusion from UE4’s built-in solution onto Wwise. It’s only a first pass, but you should notice a clearer distinction between sounds that happen outdoors while you’re indoors and vice versa, for example. There is currently no distinction for windows, doors and such openings yet, however, which means that when shooting out of a window you will hear gunshots as if they were on the other side of a wall. The same applies for, say, hearing close fire through an open doorway—sound occlusion will kick in despite there being no obstacle between yourself and the shooter.



    This has been Build Update #023!

    The GROUND BRANCH community is on Discord, the Steam® Community Hub, Reddit, Twitter, Instagram and Facebook. Reach out with your questions, suggestions and issues and we’ll get back to you as soon as we can.

    Also, have you checked out the official GROUND BRANCH FAQ yet? It's got a comprehensive insight into what's coming and what isn't, and should answer most questions newcomers have.

    We’ll leave you with a quick reminder to stay at home, keep your hands clean and hang in there.

    —The BlackFoot Studios Team



Version info & change log

Game version: 1029.3

Client
Steam Build ID: 4794648
Size: 2.1 GB

Dedicated server
Steam Build ID: 4794655
Size: 214 MB

Code: [Select]
[b]GENERAL[/b]

* updated engine 4.23 to 4.24
* changed base game code
* jumping is now done via tap and height is much lower
* basic climbing (no animation) is possible by pressing and holding Jump near objects
* replaced usage of third-party Steam/Steamworks plugin to in-house implementation
* updated all affect C++ and Blueprints
* rebuilt lighting on all maps due to engine update

[b]AUDIO[/b]

* increased occlusion on spatial audio volumes via Wwise


Stay connected

Discord / Steam Community Hub / Reddit / Twitter / Instagram / Facebook


Title: Re: Ground Branch
Post by: Asid on March 27, 2020, 01:32:21 PM
BUILD UPDATE #024
Fri, 27 March 2020

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/4016748/0e3cee8c3b70c1ddd6382a95c8a7b974bf617df2.jpg)

Patch 1029.4
We've fixed an issue introduced with patch 1029.3 that caused some Windows 7 users to not be able to launch GROUND BRANCH.

⚠️ Coming from a previous version of the game? Issues with controls, loadouts, assets or settings?

We strongly recommend players coming from an older version of the game to delete all files located in %LOCALAPPDATA%/GroundBranch/Saved/Config/WindowsNoEditor (paste file path onto your File Explorer address bar and hit [Enter] to go to folder). NOTE: This will remove all saved settings and loadouts.

For those who can afford it, we suggest a full reinstall: it may fix broken/missing features introduced in this version, as well as issues with controls, assets, settings and even performance. To ensure a clean reinstall, you need to manually delete all files located in these folders:
•   …/steamapps/common/Ground Branch
•   %LOCALAPPDATA%/GroundBranch/%UserProfile%/Documents/GroundBranch/
⚠️ Update your dedicated server!

All dedicated servers must be updated to work with the current version. Make sure yours is up-to-date so players can enjoy the latest version of GROUND BRANCH!


Fixed Windows 7 compatibility

We found that after updating Wwise (the audio middleware we're using) to work with UE4.24, it was trying to use xinput1_4.dll—part of a library that is not available on Windows 7. We've removed the references to those libraries, as they're not required by the game.

Yep—that's it!


This has been Build Update #024!

If you missed our last update, be sure to check it out here (above post) as it has some important news and some nice previews.

The GROUND BRANCH community is on Discord, the Steam® Community Hub, Reddit, Twitter, Instagram and Facebook. Reach out with your questions, suggestions and issues and we’ll get back to you as soon as we can.

Be safe, be well, and we'll see you on the next one.

—The BlackFoot Studios Team

Version info & change log

Game version: 1029.4
Client
Steam Build ID: 4817136
Size: 33 MB
Dedicated server
Steam Build ID: 4817141
Size: 12 MB

Code: [Select]
CODE

* commented out references to XInput.lib & dinput8.lib in AkAudio_Windows.Build.cs

Title: Re: Ground Branch
Post by: Asid on May 06, 2020, 01:42:26 AM
INTEL UPDATE #005
Tue, 5 May 2020

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/4016748/c4c5516292379761a902dc73695b389a8e0b9501.jpg)

Road to 1030
Oh, hello! It's been a while. We hope you've been well, safe, and at home as much as possible.

Let us maintain our usual transparency and address the elephant in the room straight away:

Yes, version 1030 is taking a lot longer than expected. The aim of this Intel Update is to explain why, and also get you up to speed on what we've been working on. That will of course involve some well deserved previews to reward your valued patience and continued support. So let's get to it.

Why is it taking so long?

One of the biggest deals about upcoming update 1030 are the new animations that artist Toadie has been working on. Whether they're improving on existing motions and poses or adding to in-game actions that currently use placeholders or even nothing at all, every animation is being done on an entirely new character rig, also known as a skeleton.

As is true for many aspects of game development, things like migrating to a new skeleton, re-targeting existing animations, and then integrating the new ones by Toadie are all multi-layered tasks with a lot of parts that can break and ultimately delay the entire process. As a very small team with a single programmer (Kris), that limits us further. That limitation is starting to go away, however, but more on that in a bit—keep reading!

Is there an ETA?

In late 2019, we hoped to have 1030 released some time between February and March, and that prediction eventually turned into "hopefully March or April". Those, of course, were rough estimates, and much of that time ended up being spent fixing lingering issues with version 1029.

Currently, the main battle is getting the new skeleton and animations to the same level of stability that 1029 had, except prettier and smoother. Although the version of the game within our internal UE4 project already has some of the new and improved animations and poses in place, there are still some very obvious issues with bone orientation and janky limbs here and there that need cleaning up.

The only honest answer to "1030 when?" is still, unfortunately, "We don't know." We have yet to fully figure out just how much needs doin' in the animation department, but we can say with certainty that, at the time of this post, we're talking weeks rather than days. Could be a few weeks (🤞), but it could be a little longer too.

What will be in 1030, after all?

Contrary to what the hype (that's on us) may suggest, version 1030 will not be an entirely new game, but it should add a considerable degree of polish and functionality to the game. Here's what it will boil down to:

Animations

As laid out before, a completely new character rig is being implemented and serving as the basis for all the upcoming animations. Expect actual transitions between weapon postures, new character poses for stances, some reworked reloads and a generally more natural feeling character.

We are hoping to get out the new prone stance in this update, but this is the area that is subject to the most change. Thus, it is not yet clear what state—if any—it will be in at this time.

Here's some of the WIP animation work that Toadie has shared over the months on Twitter:

https://twitter.com/i/status/1189431047605248001
https://twitter.com/i/status/1217325817673310209
https://twitter.com/i/status/1243916309525434369

And here's an exclusive look at the (also WIP) poses and transitions for the High/Ready/Low weapon positions when obstructed, i.e. too close to an obstacle:

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/4016748/b331fb2d2e5a3fe0d47a5f7f91b7364ce0d53658.gif)

Like everything else in the GROUND BRANCH Early Access, animation work will be an ongoing iterative process, and 1030 will be just an initial taste of what's to come in that department. We'll keep adding polish, new sequences and accompanying actions for both players as well as A.I. over the course of development.

Encumbrance system

1030 will include the first iteration of the encumbrance system. This initial pass will add stamina, which is affected by both loadout weight and movement—the more you carry and the faster you move, the less stamina you'll have. The less stamina you have, the less you will be able to sprint and the more weapon sway you will experience when aiming.

Arm fatigue is also tracked independently, so even if your stamina is at maximum levels, your aim will still become less stable over time from holding your weapon at the Ready (muzzle forward) and Engaged (ADS) positions. Heavier weapons also mean more arm fatigue, so you might want to think twice before taking an LMG or mounting a dozen attachments to your AR.

Inertia and effects on ready times are also coming, but we'll save the details for the Build Update.

Soundscapes

Small Town, Depot, Storage Facility and all training maps are set to have day and night soundscapes, also known as environment or ambient sounds. Our intrepid sound engineer Mikson hopes to be able to get even more maps done in time for 1030. Hell, he says he might even be able to get them all done by then. Rookie mistake, Mik, but we're rooting for ya.

Anyway, here's a little demo we released a few days ago:

https://youtu.be/sKW5syHShyc

One cool detail he's snuck into these soundscapes are the crickets: they'll go quiet once the player is close enough to their location, which is not only clever but also has the interesting prospect of alerting other players of one's presence nearby. We're cool with all of this as long as he keeps them away from our faces.

New character assets

As we have previously shown in this album right here https://imgur.com/a/8CPpudI , there's a load of new character assets making their way into GROUND BRANCH. Most of the existing apparel (as well as arms and hands) is being replaced with new, shiny models, and a few additional items will be added as well. What we have not shown yet are these bad boys:

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/4016748/fb1d595b32b70948619a38ca04fbb9c7460d9426.jpg)

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/4016748/61009b0a007effd15d9e51c95ae063dcf5b3ae3f.jpg)

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/4016748/506e819a8bde0d333c76cbc2da28ab063ef13a38.jpg)

New PvP maps

John has put together a couple maps for PvP: one is an upgraded version of the test Paintball map…

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/4016748/0ff9e1d25c5e22b8bb921c8747500740dd0007d4.jpg)

And the other one branched out from the concept of the old Nature Area benchmark map:

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/4016748/fa343c37c84cbf21e025b8b73579a515c8baf99e.jpg)

Shootable/interactive lights

John has also rigged up a basic implementation of interactive lights, demonstrated in the video below:

https://youtu.be/6CUnda7JkxM

As shown, the system will allow lights to be shot out and also switched off. Although the video uses a basic light switch for the demonstration, the switch can be anything the player interacts with to turn a given light (or a set of lights) off: a regular light switch, a lever, a distribution board…

The aim for 1030 is to have the system in place for Depot and the training maps so we can get the initial experimentation going.

New weapons

We have a few shooters coming to 1030:

•  A tac'd out FAL with accessory rails and the G3A3 are two additions to the battle rifle department, with the later mostly serving as an OPFOR weapon.
•  Now that we finally have a bolt-action animation, the M24 SWS is making its return to GROUND BRANCH as the one true sniper rifle in the armory.


Cool, so that sums up 1030. What else is going on?

We're glad you asked. Here is some intel on things to look forward to later in development, i.e. at some point after 1030:

Dev Team expansion

As we hinted at earlier, our core BlackFoot Studios staff consisting of John, Kris, Scopey and Mikson has received some reinforcements. Toadie (aka toadie2k), as you already know, has been handling animations for the past several months.

But we have yet to officially introduce Daniel Conroy, our newest collaborator. Dan is a hard surface artist now in charge of weapon and general equipment models, having previously worked on VR shooter Onward. You can check out some of his work and background here, and you can get a load of what he's been working on below:

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/4016748/125dd49789880bdfb9294d0e706f8640b70306f2.jpg)
↑ Leave a comment if you know the name of this rifle. First person who can name at least 4 main parts gets the impressed Obama meme.

There are a few additional members joining our ranks soon, but more on that at another time.

Art overhaul

A lot of what we've shown so far reflects the art overhaul process that will be happening over many months to come. We've been working hard on the details of apparel, gear and weapons we'd like the game to have, and we want them to not only have variety and authenticity but polish and art consistency as well.

An art overhaul wouldn't be complete without a new UI, which we have yours truly working on. Here's a little mock-up concept of where it's currently headed—but keep in mind that it's merely a (very WIP) concept and does not necessarily reflect final features, items or visuals:

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/4016748/56704202e675a23ea45bb2c72374dfbeac4333dd.jpg)

Other news

Roadmap

You guys have been asking for a proper roadmap for a while now, and we finally managed to put some time aside to work on one. We'll be making it public very soon.

HUGE news incoming

We have some seriously exciting news coming out very soon and the future of GROUND BRANCH is looking very, very good indeed. And that, ladies and gentlemen, is all.

• • • • •

While 1030 doesn't drop, you can keep in touch with us and the GROUND BRANCH community via Discord, the Steam® Community Hub, Reddit, Twitter, Instagram and Facebook. If you have lot questions and not enough answers, our official FAQ is always here for you.

• • • • •

Stay connected

Discord / Steam Community Hub / Reddit / Twitter / Instagram / Facebook

Title: Re: Ground Branch
Post by: Asid on May 14, 2020, 11:48:44 AM
The GROUND BRANCH Roadmap
Wed, May 13, 2020

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/4016748/523cb62682f0d2a1a307f8aa3d25a98972a95f5d.jpg)

Our Early Access roadmap is live!
As promised in Intel Update #005, we put some time aside to work on an updated roadmap for GROUND BRANCH.

We hadn't had a proper one for a long time, and it was about time we sorted it out. But before we take you to it, let's go over a few things that are important to know beforehand.

The roadmap is a general outline of upcoming features, content and improvements
It is not a final or definitive list, and it is not 100% comprehensive. Because the game is in a pre-alpha stage, our scope is relatively open-ended. As such, we will be adding items to the board as we progress, but there is a chance we may remove from it as well.

How it works
 
(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/4016748/59b3fc0556cf9c775958a96fb28193877d07533d.png)

1.   The first list (READ ME) is simply an instructions column. The cards inside it explain the board.
2.   The second list (Coming Up) is for the next update, with each card representing a feature, content or improvement that is scheduled for the upcoming version of GROUND BRANCH—in this case, 1030.
3.   The third list (Near-Future) works the same as the previous one, but is for, well… near-future updates. It currently lists likely features for updates 1031 and 1032.
4.   Subsequent lists simply contain planned features organized by category, in no particular order. Many of these cards will branch out into multiple, more detailed ones as they get closer to inclusion in an update.
5.   Cards with a text icon 𝌆 have descriptions or further details inside. Simply click/tap the card to view them.
The roadmap board is read-only for the public. There is no need to create a Trello account or login.

Hit that color label
The little capsule-shaped color labels in each card represent categories. Click/tap one and it will reveal the meaning for all of them so you get a better idea of what kind of card it is.


Got it? Alright, go look at that roadmap

It's right here https://trello.com/b/BdkXEGf5/ground-branch-roadmap


While you wait for 1030, keep in touch with us and the GROUND BRANCH community via Discord, the Steam® Community Hub, Reddit, Twitter, Instagram and Facebook. If you have lot questions and not enough answers, our official FAQ is always here for you.

Stay connected

Discord / Steam Community Hub / Reddit / Twitter / Instagram / Facebook

 
Title: Re: Ground Branch
Post by: Asid on June 04, 2020, 12:47:28 AM
INTEL UPDATE #006
Wed, 3 June 2020

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/4016748/712119d78951e83ec1342feea38592f587d9f078.jpg)

Bad News/Good News

Alright, everyone—we got some expectation management to do.

As laid out in Intel Update #005, we've been struggling to get the new character rig (the skeleton) worked out and ready for the new animations and character assets, which were the core of upcoming update 1030.

So, earlier this month, we brought on board experienced freelance animator Mike Munk (a former Tripwire developer with Red Orchestra, Rising Storm and the Killing Floor series under his belt) to have a look at the new rig and help us make sure things were being done correctly and as future-proof as possible. The diagnosis wasn't great: upon inspection, it was determined that getting the skeleton in shape—so that it won't be a source of headaches down the road—would take several weeks; possibly a couple months.

Well, 1030 has been in the works for a long time now, and we don't want to leave you all without a new major update for that much longer.

The silver lining
So we made a difficult decision which, in retrospect, seems kinda like a no-brainer: let's release everything else. If it's not dependent on the new skeleton, why not put it out there and give everyone some new stuff to start trying out? Postponing the animation and character work sucks and we're beyond frustrated about being forced to delay the main attraction in the update, but as the old adage goes… it is what it is. Might as well make the best out of the situation, so that's what we're gonna do.

If we cut the animation and character work from 1030, you get a smaller update, yes, but you get it a lot earlier and have something to play with while we get the rest of the package sorted out. It also means less potential for new bugs, as well as getting older bugs (such as the VOIP randomly not working) fixed ahead of time.

What will remain in 1030?
Although we've been forced to push the new animations and character assets back, update 1030 will be far from underwhelming. Here's where it currently stands (for detailed descriptions and media, see Intel Update #005):

Remaining features
Everything we've announced for 1030 that is not related to the character and animation rework will still be in the update:
•   [SCHEDULED] First pass on the Encumbrance System (weight and stamina).
•   [SCHEDULED] Interactive lights (shootable/switchable) – will be present in all maps instead of the announced few (Depot and training maps).
•   [SCHEDULED] 2 new multiplayer maps.
•   [SCHEDULED] Map soundscapes and updated acoustics.
•   [SCHEDULED] Tactical FAL and G3A3.

Delayed features
All character and animation-related work will be pushed back to a later update:
•   [DELAYED] New and updated character assets. They were made for the new skeleton's specs, and therefore will have to wait.
•   [DELAYED] New and reworked animations.
•   [DELAYED] M24 SWS, due to the bolt-action poses and animations.
•   [DELAYED] Prone.
•   [DELAYED] Hit feedback.

To-be-confirmed features
These may or may not make their way into 1030:
•   [TBC] Visible gunshot wounds.
•   [TBC] Wristwatch. Relies on the new clothes (with the cuffs pulled up) to show properly with long-sleeve tops, but we may be able to try a workaround.
•   [TBC] Listen servers, a.k.a. hosting your own games without having to setup a dedicated server. (This was not a planned feature for 1030, but might be ready for it.)
We've also updated the Early Access roadmap to reflect these changes and other minor ones.

Some sneak peeks to make up for it (not in 1030!)
As previously shown, 3D artists Dan Conroy and Pau Peñalver have been working diligently on some new assets for GROUND BRANCH. Here is a little update on their progress:

M110K1
(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/4016748/d5c83a5daaff8877f78879b9ed55195cc0154107.jpg)

Mr. Conroy got the gas block, gas tube, dimpled barrel and flash hider/suppressor mount done for this upcoming battle rifle/DMR. It might not seem like a whole lot of progress, but that's because he paused work on it for a while to work on the…

Rangefinder
More info on this later, but expect night vision and, well, rangefinding capabilities.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/4016748/ba9e1639f08305c500ba8262774875707e30d642.jpg)

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/4016748/08a14286763717aa209f50ffbbb5bc7ea4ec152f.jpg)
 
(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/4016748/34b584316e935b5c05d96e9d6f6ccbebf5e5d447.jpg)

Belts
Pau has been working on more character assets. Here's the new Battle Belt:

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/4016748/49f12f630758bd46d2bb5feada5e6e2ae3c2f06b.jpg)
 
(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/4016748/d37c4d83da81b43260c597eedfc17d167021c1d8.jpg)

And here's the upcoming Gun Belt (with the new, fully textured chest rigs in the back):

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/4016748/1b864626debb81f71919362bdb0bc57801a6e59c.jpg)

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/4016748/6df28f3295f86ba60157d45413dcb4e5d27ab532.jpg)
 
Magazine pouches
Lastly, here are some initial (high-poly) pouch renders:

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/4016748/4efdc15449f09e8e1fa2cdfd187edcf7deb9147d.jpg)
 
(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/4016748/654956d50728bc662659d6417b338c4bc4c52fcd.jpg)

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/4016748/ff684d3a675938ee426efa8463fb202e0e01c943.jpg)

Whelp, that's all!
These weren't easy news to break out, but we're done.

We hope to have a working test build for 1030 (along with more news) soon. Rest assured we'll keep you all posted and, as always: thank you so much for all your support and patience.

Also, remember you can always join the community and reach out via Discord, Twitter, Reddit, Instagram, Facebook and the Steam® Community Hub.

Hang in there, and we'll see you on the next update!

—The BlackFoot Studios Team



Title: Re: Ground Branch
Post by: Asid on July 15, 2020, 01:12:19 AM
CTE Update #001
Tue, 14 July 2020

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/4016748/a7abd68a11d75feabded2875250b0560ca5fe4e3.jpg)

1030 Testing

⚠️  NOTICE ⚠️
These release notes are for the 1030 testing build, not to be confused with the actual (and upcoming) 1030 release.

If you have been looking closely, you may have noticed a new app showing right underneath the regular GROUND BRANCH entry in your Steam Library:

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/4016748/2c40b3edbad6fb2adcf136fbafc34395780824d2.png)

GROUND BRANCH CTE (Community Test Environment) is a separate install for those who want to test updates before the actual, official release.

Test updates may be less stable versions of the game and will generally require further testing and feedback before they go out to a larger audience. They may also contain feature ideas and game modes that may or may not make it into a main update or the final game, so keep that in mind when playing!

If you own GROUND BRANCH, you automatically own the CTE and are free to install it at any moment.

The advantage of having a separate install of the game for testing purposes (instead of using a Beta branch) is that you can always switch between versions without having to re-download. CTE too buggy? Simply close it and launch the regular game. Don't want to worry about possibly unstable/buggy updates? Then save some storage space and keep only the regular game install. Want to compare versions? You can do so much more quickly with separate installs.

Today, we are rolling out our first actual CTE release: a testing build for the upcoming 1030 release. Before we get into what this update entails, a little disclaimer: Because CTE Build Updates will be more common, they will also be more concise and stripped-down than our usual release notes. If you're looking for pretty pictures and prose, stand by for the official 1030 release!

What's new

Code

Encumbrance System (first pass)

Stamina and weapon control
•   Added weapon sway, which is affected by arm strength and overall stamina levels. Currently a basic "V" pattern, weapon sway can be reduced by crouching.
•   Sway will increase over time as players remain in the Ready and Engaged (ADS) positions, draining arm strength. Go to Low/High Ready to recover.
•   Heavier weapon builds should deplete arm strength faster than lighter ones, and thus cause sway to increase faster.
•   Heavier builds also cause increased weapon inertia effect when turning rapidly, making it harder to get it on target.
•   Overall stamina is depleted by actions such as running, sprinting, jumping and climbing.
•   Currently, low stamina levels will prevent jumping and climbing.

Inertia and acceleration
•   Player inertia will cause your character to take a few steps before coming to a full stop after a sprint or run. It can currently be countered by walking in the opposite direction (e.g. pressing default [ S ] after sprinting forward).
•   Added a brief acceleration period before getting into a full sprint.

User Interface (UI)
•   First pass on the new Customize Operator screen layout.
•   You can now edit items straight from the loadout overview screen by clicking the cog/gear ⚙️ icon in the bottom-right corner of each item slot.
•   Preset/kit saving: quickly save or load a Profile (Name + Appearance + Facial Hair), Weapons Kit (Primary + Secondary), Gear Kit (Headgear + Platform + Belt + Holster) and Outfit (Eyewear + Mask + Top + Pants + Gloves + Footwear) as individual groups of items. Weapon and gear builds can still be saved individually.

Listen servers
You should now be able to host you own game lobby without the need to setup a dedicated server. To do that:
1.   In the main menu, click Host Game and setup your lobby as you prefer (make sure to set player limit to accommodate all the players you want to host!).
2.   To invite friends into your lobby, press [Shift] + [Tab] to bring up the Steam Community Overlay.
3.   Select a friend from your Friends list and select "Invite to Play/Game". If they accept, they will be brought into your lobby.
4.   To change maps or use any admin functionalities, open the Console (default [~] or
5.   in the NumPad), type <code>admin</code> and press [Enter].

Maps
This is the area you are most likely to see an impact on performance. We'll be optimizing levels as we have a larger pool of users to collect feedback from, so please be patient and let us know how things are running on your specs!
•   All maps now use dynamic lighting.
•   New WIP map: Creek.
  o   PvP-oriented map, but has a basic Terrorist Hunt setup available too.

•   Updated Paintball map.
•   Small Town has new and more detailed walls.
•   Interactive lights:
  o   Can now be shot out.
  o   Power panels outside of buildings allow the power to be cut out (currently in Small Town and Depot only!).
  o   Remember: AI can still see in the dark!

•   New Ready Room:
  o   Smaller and cozier.
  o   Shooting range now has a workbench for easier setup testing and editing.
  o   Shooting range also has a dark lane (left side) to test night vision and lights setups.

•   Time of Day (TOD) setup: select the time of day for Terrorist Hunt and PvP game modes.
  o   Select a TOD from the Ops Board (where you select an insertion point).
  o   TOD uses the 24-hour military time format: 0000 is midnight, 1200 is noon, 1600 is 4pm etc.

Sound
•   Several maps now have a soundscape/environment sound. Nighttime soundscapes have not been hooked up to the TOD system yet, so maps currently use daytime soundscapes.
•   First pass on acoustic portals: sounds are occluded by walls, but still audible through openings such as windows and doors.
•   Overall improved sound occlusion.

Weapons
•   Added FAL (Custom) battle rifle. It currently uses existing animations.
•   Added AKM assault rifle.
•   Entirely new models for the MP5 series:
  o   Include a RIS handguard for the standard MP5.
  o   Rear sight drum is now of the open "V-notch" type (easier to use in-game than the peep variation).

•   New model for the M4A1 rifle:
  o   Uses the standard M4 stock, 14.5" barrel and KAC RAS handguard.

Known issues
•   Scopes and other magnified optics display a much brighter image than the regular map view. It may also have other visual artifacts.
•   Skin selection for Headgear items will not apply.
•   The Customize Operator UI may display the wrong skin texture, skin name and/or icon for some items.
•   In multiplayer, weapon and character attachments may become stuck/duplicated in the Customize Operator screen.
•   When playing nighttime, the game will take a few moments to load the proper lighting conditions and display the level as dark as intended.
•   The 747 livery appears to have gone black. Mysterious. Also, wink-wink. Issue appears fixed, RIP this joke.
•   Probably a lot of other issues we have not yet encountered or otherwise failed to list here. Remember that problems are expected and you are always encouraged to report them.

⚠️  REMINDER ⚠️
Keep in mind that all of the new features are a work in progress and subject to change. With that in mind, let's get that feedback going.

Change log

The changelist for this test build would be too massive to compile as it contains around 4 months worth of work. So we're gonna have to skip it on this one and try to get one done for the next update.

See ya then!


 
Title: Re: Ground Branch
Post by: Asid on July 24, 2020, 11:45:36 AM
CTE UPDATE #002
Thu, 23 July 2020

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/4016748/692da5463909216f0a8e050227bd1b8dbd8e1e51.jpg)

1030 Testing

We got a new update out for GROUND BRANCH CTE.
Not sure what GROUND BRANCH CTE is? See above post

This is a relatively small update, so we'll simply list the main things to look out for, test and give us feedback on.

What's new?

•   Engine changes to load additional DLLs required by Steam dedicated servers. This should make dedicated servers usable again, but we need broader testing to make sure, so let us know and be sure to hop on our Discord if you need help setting yours up.
•   Improved server/client loadout sync logic.
•   Refactored item skin handling to fix various 1030 issues and prepare for 1031 changes.
•   Updated pickup logic to handle no-dump-pouch situations better.
•   First pass on new Spectator Mode overlay.
•   Optimization pass on maps Tanker Ship, 747 and Creek.
•   More level design work on Creek.
•   Lots of lighting bugs fixed on City, 747, Small Town, Power Station and Tanker Ship.
•   MPX underbarrel attachments fixed.
•   Added controllable Time of Day to training maps – use the newly placed Ops Boards to change it.
•   Various UI/HUD element updates, changes and improvements.

Title: Re: Ground Branch
Post by: Asid on September 06, 2020, 11:34:12 PM
CTE Update #003
Sat, 5 September 2020

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/4016748/d3278f4dc7e4482414e0106d2627f9835f7df518.jpg)

1030 Testing
⚠️ NOTICE ⚠️
This update will completely wipe your saved game settings, but not your item builds or loadouts. That is necessary to ensure certain updates do not conflict with old files. Sorry for the inconvenience!

CTE Update #003 is, we hope, the final testing build for version 1030. There have been plenty of optimization passes and bug fixes, some content and effects updates, UI/HUD improvements and more. Let's go over the highlights:

What's new

Performance optimization
Dynamic lighting and maps have received several optimization passes to improve framerates on all systems. Remember to let us know how the game performs for you now—along with your system specs!

Maps
•   Optimization and cleanup pass on all maps.
•   Creek should now have less instances of hitting invisible barriers and being detected behind cover/concealment.
•   747 now has a ladder behind the small hangar leading to a roof platform.
•   Power switch boxes will now be disabled if damaged, causing the power to be cut off.

Systems and mechanics

Weapon handling
•   Weapon sway has been updated with a more subtle effect:
o   Low arm strength is represented by a jitter that gets more pronounced over time.
o   Low stamina will add an up/down breathing motion to the mix.

•   You can now use the Steady Aim function by holding the Sprint key (default [Ctrl]) while stationary to temporarily stabilize your weapon.
•   Most weapon attachments now have a weight value set, which should have some effect on weapon inertia, arm strength depletion and overall stamina.
•   Most non-apparel character assets (e.g. helmets and armor) and equipment (binoculars, explosives) have also received a weight value.

Weapon customization
•   Offset rails should now only accept appropriate sights: backup iron sights and low-mount mini red dots (e.g. RMR, Micro T-1).
•   Scope rails (for "piggybacking" optics) should similarly only accept low-mount mini red dot sights.
•   The MP5 RIS handguard now accepts the AN/PEQ-15.

Miscellaneous
•   The last few AI enemies—depending on how many were set—will now rush to the player’s position. (Note that they may get stuck on the map!)
•   You may now display your framerate (Settings > Video > Show Framerate) and net info (Settings > Gameplay > Show Net Info) in the top-left corner of the screen. (Note: Show Framerate might cause your resolution to be reset.)
•   Time of day is now randomized at map load. (It can still be set in the Ops Board, but won’t be always set to 1200 hours unless changed.)
•   AFK detection system: After 2 minutes of inactivity, players will get a prompt. Failure to respond to it will result in them being removed from the mission area and sent back to the Ready Room.
•   When playing online, you can now select the Mute All, Mute Talking and Unmute All shortcuts at the bottom of the screen.
•   You can now drop (default [J]) and pick up more types of items, such as grenades.

Audio
•   Ambiences for City (first pass) and Creek.
•   Improvements in acoustics on City, 747, Creek, Depot and Ready Room.
•   Improved/new gunshots for M4A1, MK18 (work-in-progress), M416D, AK-74M, AKM, MK48, SVD (work-in-progress), MK14, FAL, MP5, UMP45, G19, MK25, M9A3, M17 and M1911.
•   Gunshots and placeholder reload sounds for M110 and M110K1.
•   Breathing sounds for breath control and fatigue (the latter stopped working a while ago—needs fixing).
•   First pass on the general gunshot mix update (mainly levels).

New assets
•   The M110 and M110K1 semi-auto rifles have been added to the sniper rifle/DMR class. Variants of the venerable KAC SR-25, they both fire 7.62 mm NATO rounds from a 20-round magazine. (Known issue: They cannot attach a suppressor yet.)
•   The Rangefinder has been added to the Equipments pouch tab. Proper functionality is yet to be implemented; it currently works just like the regular Binoculars, but has a Night Vision mode accessible via the Reload key (default [R]).
•   New suppressor for 9 mm pistols.
•   New AK suppressor (generic placeholder).
•   New NVG (AN/PVS-15) model. (The accompanying mount/arm has yet to be implemented.)
•   New PMAG magazine.
•   New skins:
o   Indigo and Black (Jeans)
o   Tan (Headset)
o   Coyote Brown (T-Shirt)

Visual updates
•   Temporal antialiasing (Temporal AA or TAA) now uses new default parameters to create a sharper image that vastly improves on the blurriness of the regular effect, although it may also negate the smoothing where it may be desired. You can tweak these settings via these lines in your Engine.ini file (located in %LOCALAPPDATA%/GroundBranch/Saved/Config/WindowsNoEditor). We encourage everyone to try different values and let us know how it looks and performs:

Code: [Select]
/Script/Engine.RendererSettings
r.TemporalAACurrentFrameWeight=0.2
r.TemporalAASamples=16
r.TemporalAASharpness=0.75
r.Tonemapper.Sharpen=1.0

•   Blood effects now include impact mist and surface splatter.
•   Tac lights have a new, more authentic effect. The brightness output and color temperature is also slightly different between each model and based on real-life values.
•   There should be less instances of red dot/holo reticles not being visible against backgrounds. Some sights also have less brightness steps—subject to change. (Known issue: reticle brightness changes may not be noticeable on some lighting conditions and sights.)
•   Many assets have received a color and brightness correction:
o   Items that were previously grayish, particularly weapons, should now appear darker and closer to their real-life color.
o   Skins now more closely resemble their real-life counterparts and should better match other items of the same color.

•   The MK18 Mod 1 now uses the more authentic FDE (flat dark earth) handguard color regardless of the skin selection. (Known issue: AN/PEQ-15 units mounted on them no longer switch to the tan version.)
•   The MK25 pistol now has a threaded barrel.

User Interface (UI)
•   Updated Customize Operator screen:
o   The Loadout section (under Weapons Kit) gives players a summary of all ammo, ordnance and equipment in the loadout.
o   First pass on the Encumbrance meter – Gives players a rough idea of whether the loadout is "Light", "Medium" or "Heavy" in terms of encumbrance on a scale of 5 to 55 kg. Each of the three weight categories is currently only a simple abstraction, and there's no actual upper limit on how much the player can carry.
o   Minor art/style pass on various elements.

•   Added minimap to Spectator Mode.
o   Tracks the position of friendly players in the map.
o   Pressing the Right Mouse Button shows additional display options.

•   The HUD stance indicator has been updated with new icons that display all weapon positions as well as character stances:
o   Leaning is no longer displayed (unnecessary at this point and at odds with the much more useful weapon position indicators).
o   Gameplay settings have yet to be updated to allow the player to control which icons to display. (They still only allow the option for Standing and Crouched.)

•   Updated VOIP (Local and Radio) icons.
•   Fixed/updated the display names for all skins to be consistent across items.
•   Ensured the full display name for item skins (within menu selection) and their short version (visible in the selection swatch triangle) were also consistent.
•   Updated Default Controls screen layout. (You can also now disable it under Settings > Gameplay.)
•   Updated pop-up Hints.
•   Minor art pass on HUD interaction prompts for better readability and a less intrusive appearance.
•   Minor art pass on Radial Menu for weapon attachments.

Known issues
•   Dynamic lighting on maps is still a work in progress. You are likely to see issues with sudden eye adaptation and exposure changes—among other issues—so please bear with us!
•   Spectator Mode (shortcut: [F6]) may display no lighting scenario and/or a pitch-black sky.
•   Pouches for the Plate Carrier are not switching to their tan skin variation when that would be the best match for the vest.
•   Headsets are similarly not matching the skin of some headgear items.
•   Helmets that use the ARC rail version of the Headset attachment are using the regular version instead.


• • • • •
Stay connected
Discord / Steam Community Hub / Reddit / Twitter / Instagram / Facebook



Title: Re: Ground Branch
Post by: Asid on September 11, 2020, 01:17:12 AM
Build Update #025
Version 1030

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/4016748/7e3e115d6cf4365ca5cb556baaa3395115d3c277.jpg)

    GROUND BRANCH version 1030
    Build ID: 5514975 (client) / 5515031 (dedicated server)
    Download size: 5.6 GB (client) / 398 MB (dedicated server)

    ⚠️ NOTICE ⚠️
    This update will completely wipe your saved game settings, but not your item builds – although we strongly recommend manually deleting all folders in …/Documents/GroundBranch.
    That is necessary to ensure certain updates and items do not conflict with old files. Sorry for the inconvenience!



It's been a long time since version 1029, and if you haven't been up to date with the CTE version of the game, this update might get overwhelming—but mostly in a good way. The last few months have seen a lot of work in a lot of areas, and more improvements and fixes than we can reliably count.

Feedback from those who ventured into GROUND BRANCH CTE has been very positive and, having finally landed on something that we feel confident to push to the main game, it's finally time to officially release GROUND BRANCH version 1030. If this is your first time with 1030, we hope you like it as much as we all do.

There's months of work to cover and a lot to describe, so let's jump right into it.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/4016748/5c02226036d891a09bdf7e4f2f3c59fb6803caca.jpg)

Read on..... (https://steamcommunity.com/games/16900/announcements/detail/2908718631240897258)


Title: Re: Ground Branch
Post by: Asid on September 20, 2020, 02:34:01 PM
Patch 1030.1
Sun, 20 September 2020

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/4016748/d9cd7ef57ab5729a8e2c210b33f45c732fcc15f9.jpg)

Build Update #026
GROUND BRANCH Version 1030.1
Build ID: 5556979 (client) / 5556987 (dedicated server)
Download size: 99.5 MB (client) / 57.1 MB (dedicated server)


This Build Update details the first patch for GROUND BRANCH V1030, now live under your regular (non-CTE) game install.
ℹ️ What about CTE?

In case you are wondering: GROUND BRANCH CTE will not be used for a while, so if you need to free up some disk space, go ahead and uninstall it.

Patch 1030.1 is primarily a server/networking fix, but has several other smaller fixes and improvements. There are known/reported issues we have yet to get to, so expect another patch in a few weeks' time and keep the reports coming.

We're adding the full changelist at the end of the post for those curious about all the inner workings and under-the-hood changes. Here are the highlights:

Code and networking
Automatic server shutdown
In order to fix an issue with dedicated servers behaving erratically after being constantly on for some time, they will now shut down automatically after a set period:
•   If empty, servers will shut down at 6+ hours. Otherwise, they will shut down at 8 hours—but will wait between rounds/time limits.
•   Added a server message to display when the time limit is up or the server is about to be restarted.
🔄 RESTART
Most hosting companies will take care of monitoring and restarting the server automatically once it has shut down. If your hosting server does not provide that capability or you are hosting a server on your own hardware, we include a simple script (DedicatedServer.bat) that does the same. it is located in the root directory of your dedicated server installation.

Log spam
Fixed log spam for various blueprints, mainly relating to acoustic portals being opened/closed (details in the Changelist section).

Maps

General cleanup
•   Fixed various instances of collision volumes either missing or being where they shouldn't be, as well as portions of the map where players were getting stuck. Maps that got a collision cleanup were Creek, 747, Power Station and City.
•   A section of the hills on Storage Facility was going dark when players walked past it. That was caused by a trigger volume (used to dim the skylight inside the tunnel) extending past its intended area. It's now fixed.

🐞 Map cleanup is very reliant on user feedback. Thanks for all the reports!

Lighting
•   Lights have received a minor optimization pass. Performance gains may be slightly noticeable on lower-end specs in some conditions.
•   Creek at nighttime has been brightened up a little.

Shadows (Medium)
When using the "Medium" setting, shadows would be rendered out of view way too close to the player; that should now be fixed.

Gear
•   The extended PMAG magazine is back in business with 35 rounds for you to go to town with. Look for PMAG 5.56 NATO (Ext) (30) in the magazines/ammunition attachment tabs.
•   Cleaned up materials and textures for the PM II 5–25x scope.
•   Replaced the suppressor for non-SD MP5s with the 9 mm pistol model. Temporary fix just to get rid of the AR suppressor that it was using.
•   Fixed off-center alignment for the suppressor on the M17 pistol.
•   Reduced how far back you can mount scopes on the M416, M416 CQB, FAL Tactical, M110 and M110K1 rifles to avoid clipping through the camera.

Miscellaneous
•   You can now use the Radio (default B) to masterfully sh*t-talk taunt your opponents in free-for-all game modes like Deathmatch.
•   Added a game mode option (UseTeamRestrictions) to enabled/disable kit restrictions defined in the team profile (…/GroundBranch/Content/GroundBranch/TeamProfiles/<teamname>.mlp).

Changelist

* Added extended PMAG back in
* Fixed issue in Storage Facility where skylight gate volume extended out into outside play area and was turning skylight intensity down outside
* Fixed various "getting stuck" bugs on 747 and Creek maps
* Fixed missing collision on interior Power Station wall
* Fixed shadows popping out too early on Medium shadow setting
* Brightened up night a bit on Creek
* Fixed collision issues with trees on Creek
* May still be some instances as they are hard to track down
* Fixed minor collision issues in 747 and Power Station
* Small optimization in lights
* Saves roughly 0.4 ms on Tanker ship on mid-range system
* Might see slightly bigger gains on low-end machines
* fixed getting stuck with death overlay on-screen if teamkilled
* updated BP_SkyLightGate, BP_SimpleAmbience_Wwise, BP_SplineEmitter_Wwise & BP_SpineOcclusion_Wwise
* changed bDebug variable transient to make sure it didn't cause log spam if accidentally left enabled.
* updated BP_DestructibleWindowPane_Master
* removed log spam about acoustic portal usage.
* updated BP_WindowCover
* fixed acoustic portal usage
* simplified replication, hopefully without breaking it.
* removed log spam about acoustic portal usage.
* updated BP_BoxCar
* prevented usage of open/close acoustic portals on server
* removed log spam about acoustic portal usage.
* updated BP_Door_Swinging
* removed log spam about acoustic portal usage.
* updated BP_Door_Rollup
* will instantly match target alpha at start of round/game instead of animating
* removed log spam about acoustic portal usage.
* updated GBGameInstance & GBGameMode to add support for a scheduled server shutdown
* if empty at 6+ hours, will shut down early.
* otherwise, will shut down at 8 hours between rounds/time limits.
* created WBP_EndGameMessage to display when time limit is up or server is about to shutdown.
* added game mode option UseTeamRestrictions to enabled/disable team restrictions defined in team profile.
* updated BP_Trigger_CustomiseOperator to reset HUD visibility properly (oops – fingers crossed thats all it was).
* added MuteAll, UnMuteAll & MuteTalking functions to GBPlayerController.
* updated GBVOIPManager to allow Radio in non-team games (e.g. deathmatch) for shits and giggles.
* Fixed ladder collision issue in Creek barn
* Tweaked MinSightRelativeX value to lessen scope clipping while crouched for M416, FAL Tac, M110 and M110K1
* Cleaned up some geometry and material stuff for PMII_5-25x scope to make it look better
* Fixed off-center M17 suppressor
* Changed MP5 suppressor
* Cleaned up some floating meshes on Creek
* Cleaned up some collision on City
* removed numbers from Storm1 & Storm2 in ST_MissionNameNouns
* removed game modes from primary asset list to stop it warning about them
* updated WBP_GameModeList and related to correct excluded game modes


This has been Build Update #026!
Thanks for taking the time to read the release notes for Patch 1030.1. We'll keep tackling bugs and issues in version 1030 for a couple more patches still, so we'll see you on the next update!

Stay connected
Discord / Steam Community Hub / Reddit / Twitter / Instagram / Facebook


Title: Re: Ground Branch
Post by: Asid on October 30, 2020, 02:28:00 AM
Patch 1030.2 + Important Announcement
Thu, October 29, 2020

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/4016748/5bfd0e66322c925eee6160e1a2f031f1be00d616.jpg)

Build Update #027

Edited (Oct 30, 1:55am UTC) — Team IDs for the addbots command were incorrectly listed as 'alpha' and 'bravo' when they should be '0' and '1'.

GROUND BRANCH Version 1030.2
Build ID: 5754012 (Client) / 5754023 (Dedicated Server)
Download size: 188 MB (Client) / 45 MB (Dedicated Server)

Although we normally try to refrain from cramming too much into patches (or point releases, otherwise known as non-main updates), more often than not one thing leads to another and we get sucked into the bug-fixin' rabbit hole. It's a double-edged sword: takes longer to roll out, but also includes more fixes and improvements.

Patch 1030.2 certainly fits that bill, and Build Update #027 is here to list everything that has changed since the last one.

We also have a couple of important announcements at the end of this post, so stick around—or skip ahead ↓ to them.

What's new


 Read on.... (https://store.steampowered.com/newshub/app/16900/view/2958261948855183756)


Title: Re: Ground Branch
Post by: Asid on December 30, 2020, 01:41:33 AM
Road to 1031: Our last SITREP of 2020
Tue, 29 December 2020

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/4016748/b9bf13b567b500191692f418fcd0c6b09689ec17.jpg)

Intel Update #007

As this year comes to an end—and what a bastard of a year this has been—comes also the time for our final report of 2020. Intel Update #007 brings you all the major development details and behind-the-scenes of the last couple of months as we move towards GROUND BRANCH V1031.

So what’s been going on in BlackFoot Studios country?
Development has had its ups and downs since our last release, but we’re hanging in here and doing our best, as always. Here are some recent highlights:

Kris was out of action for a while
Having the only programmer and UE4 wizard in your team mostly out of commission for about three weeks as engine- and logic-related tasks pile up on the checklist is never fun. Kris was on meds that left him drowzy and unable to focus (he’s feeling better now and no, not Covid-related!), but since going off of them around a week ago, he has been catching up and pumping out fixes and under-the-hood work.

This has definitely set things back considerably, but on the flip side…

Reinforcements have arrived
As some might be aware, we were recently looking for an assistant UE4 developer/programmer to share Kris’ significant workload—and are happy to announce that we now have that person on board! Ethan Wade (aka WaderTheGamer) is a long-time GROUND BRANCH supporter and solo UE4 indie developer for his personal project.

As a guy with UE4 skills and many years of closely following the game, Wader has been able to quickly tackle a lot of minor and not-so-minor tasks (which we’ll cover in a bit), and has been immensely helpful in implementing quality-of-life improvements as well as helping the rest of the team get their work into the game.

Mikson made a blanket hut to record foley
This was originally a funny tweet (link), so we're gonna do our best to replicate it here with BB code, just for fun:


 Read on.... (https://steamcommunity.com/games/16900/announcements/detail/3952437255369749695)



Title: Re: Ground Branch
Post by: Asid on February 14, 2021, 03:18:07 AM
CTE Update #004: V1031 Testing
Sat, 13 February 2021

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/4016748/73b3ed1457826d6f1bf013ee9add9bf3a577d8b0.jpg)

New GROUND BRANCH CTE build available now — help us test V1031!

⚠️ NOTICE ⚠️
These release notes are for the V1031 testing build currently available in the GROUND BRANCH CTE Steam® app, not to be confused with the official (and upcoming) V1031 release for the main GROUND BRANCH app.


GROUND BRANCH CTE
Build ID: 6236486 (Client) / 6236494 (Dedicated Server)
Download size: 2.8 GB (Client) / 446.2 MB (Dedicated Server)

Greetings, hardcore tactical realism friend.

If you like GROUND BRANCH and testing unfinished game features, your time has come again: GROUND BRANCH CTE (Community Test Environment) is once again open, now with a testing version of upcoming release V1031.

So those of you who got excited by this teaser from late December…

https://youtu.be/y5a-zYEi3-o


…as well as by our last Intel Update, should rejoice and get downloading that CTE app, 'cause you can now try out those new effects and a lot more.

As with our previous CTE release notes, this will be pretty stripped down in comparison to our usual Dev Blog posts, but that is all in the name of brevity and self-preservation as we've been working overtime (well, more overtime than usual) to get this update out—so please bear with a rather tired Scopey here.

What's new...........


Read on.... (https://steamcommunity.com/games/16900/announcements/detail/5825939260230634134)

Title: Re: Ground Branch
Post by: Asid on March 02, 2021, 12:46:29 AM
CTE Update #005: V1031 Testing
Mon, 1 March 2021

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/4016748/409a5aa0e9076738cb6096e00c7bc897d01addfb.jpg)


New GROUND BRANCH CTE update — try V1031 ahead of time and help us get it in shape!

🆔  GROUND BRANCH CTE
Build ID: 6311218 (Client) / 6311231 (Dedicated Server)
Download size: 366 MB (Client) / 83 MB (Dedicated Server)

    ⚠️ NOTICE
    These release notes are for the V1031 testing build currently available in the GROUND BRANCH CTE Steam® app, not to be confused with the official (and upcoming) V1031 release for the main GROUND BRANCH app.

    🚨 CLEAR YO FILES
    We strongly recommend everyone to delete all files located in %LOCALAPPDATA%GroundBranchSavedConfigWindowsNoEditor (copy-paste this into your File Explorer address bar and hit Enter) to ensure your old saved files do not conflict with the latest changes and cause input and settings issues.

A new Community Test Environment build is now available on GROUND BRANCH CTE. If you're just now getting into CTE, make sure to check out the release notes for the last update (February 13th) so you get the full story.


What's new

Performance
The last CTE has introduced an issue with larger numbers of bots (typically above 30) causing massive CPU usage, resulting in slowdowns particularly offline and when hosting listen servers. Kris is still debugging the problem, but as a result of his findings, we have:
•   Cleaned up and optimized navmeshes.
•   Stopped the skylight actor from moving through the sky "live" to make sure it was not impacting performance.
•   Not directly related to the overall performance issue outlined above, but we've also added r.GraphicsAdapter=-1 to DefaultEngine.ini to try to get the engine to favor dedicated GPUs. This is a possible fix for laptops defaulting to the integrated graphics adapter instead of the preferred Nvidia/AMD card.

Multiplayer
Player limits are now hardcoded to the numbers we have designed the game around. This was done for both performance and gameplay reasons:
•   Self-hosted listen servers (Host Game option) can host up to 8 players, including the hosting player. This number may be reduced depending on performance.
•   Dedicated servers can host up to 8 players on co-op (PvE) and 16 players on adversarial (PvP) game modes.

 Read on.... (https://steamcommunity.com/games/16900/announcements/detail/3053974855000899056)



Title: Re: Ground Branch
Post by: Asid on March 05, 2021, 01:46:20 AM
CTE Update #006: V1031 Testing 3
Thu, 4 March 2021

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/4016748/e4c9460dcd7bebec4f29e198cebd4233461771b5.jpg)

Another V1031 testing build is now live on GROUND BRANCH CTE! Help us test it, will ya?

🆔 GROUND BRANCH CTE
Build ID: 6330185 (Client) / 6330198 (Dedicated Server)
Download size: 78 MB (Client) / 37 MB (Dedicated Server)

⚠️ NOTICE
These release notes are for the V1031 testing build currently available in the GROUND BRANCH CTE Steam® app, not to be confused with the official (and upcoming) V1031 release for the main GROUND BRANCH app.

🚨 CLEAR YO FILES
We strongly recommend everyone to delete all files located in %LOCALAPPDATA%GroundBranchSavedConfigWindowsNoEditor (copy-paste this into your File Explorer address bar and hit Enter) to ensure your old saved files do not conflict with the latest changes and cause input and settings issues.


Another Community Test Environment update is now live on the GROUND BRANCH CTE app with the latest V1031 testing build. This is the third—and hopefully final—V1031 CTE update. If nothing major pops up, we'll be moving on to the official V1031 release on the main GROUND BRANCH app.

If you're just now getting into CTE, make sure to check out the previous CTE release notes (#004 and #005) to get the full picture.

What's new

Game modes
•   Terrorist Hunt should now end as expected once the last tango is killed.
•   Player/team stats in the AAR screen should display again for dead players.
•   Increased the size of the Extraction Point collision component to make extracting multiple players easier (Intel Retrieval).
•   Added more checks to important items (laptop) so they hopefully don't fall through floor/ground anymore.
•   Max player count is now enforced on map/mode change from PvP to PvE. It was causing the new player limit to break.
•   Added a few AI spawn and guard points to Depot (Intel Retrieval and Terrorist Hunt).
•   Created new, less emissive material for Ops Board and toned down the noise on the minimap for better clarity.
•   Hopefully fixed the weapon vertical shake some players were reporting.

Input and settings
•   Fixed default Keyboard & Mouse keybinds for Reticle Brightness Up and Reticle Brightness Down resetting to [LAlt] + [D-Pad] Left/Right.
•   Fixed default Lean Type being "Toggle" instead of "Hold" in Settings > Controls (when controls are reset via Reset Default button).
•   Fixed Screen Space Reflections settings being overwritten when Effects Quality is changed.
•   The solution for a universal console key didn't work out, so we've added alternate console keys back to DefaultInput.ini for players who do not use a US keyboard or EN-US input language in Windows. In addition to the Tilde key, these should also bring up the console:
o   Multiply
o   (aka the asterisk key on the NumPad)
o   Caret [^] and Section [§] (both commonly found where the US Tilde key is on some layouts)
o   Grave [`] (ditto above)
o   Backslash [\] (for those with tenkeyless/80% keyboards)

If these do not work for you, here's how you can set up your own custom console keys:

1️⃣ Open DefaultInput.ini (%LOCALAPPDATA%GroundBranchSavedConfigWindowsNoEditor).
2️⃣ Add +ConsoleKeys=YourKeyHere to the bottom of the file, replacing the underlined part with the key you want to use. For example, to make [F5] open the console, add +ConsoleKeys=F5. 3️⃣ Save the file, and it should just work next time you launch the game.

Conversely, if you want to remove any of the existing console binds, simply remove the line.

Content
•   Changed display name convention for scopes: Name (Magnification), e.g. ACOG (4x), Specter DR (1x/4x) etc.
•   Added magnification value to the display name of Russian scopes 1P78 Kashtan (2.8x) and PSO-1M2 (4x).
•   Fixed the display name for Tac Light (M600V) (had an extra zero in it).
•   Improved magnified sights clipping camera when mounted too far back on the MPX.
•   Reduced effect of volumetric lights on flashlights to minimize ghosting effect when moving in heavy volumetric areas of maps, mostly visible in nighttime gameplay.

UI
Art/UX pass on the Server Browser:
•   Hid tabs that are temporarily out of order (only Internet and LAN still show up).
•   Cleaned up server list: alignments, font sizes, icon proportions and general formatting.
•   Fixed Game Mode column not displaying the proper game mode.

Known and possible issues
•   Bots may be caught displaying exaggerated weapon shake.
•   Footsteps may sound duplicated. If you come across this bug, please file a report mentioning the map and location of the issue!

This has been CTE UPDATE #006!
Thanks for playing the CTE and helping us get this update in order — we really appreciate it. Stay safe and let us

Title: Re: Ground Branch
Post by: Asid on March 07, 2021, 01:03:08 AM
BUILD UPDATE #028: V1031 now live! Price going up soon!
Sat, 6 March 2021

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/4016748/978beb033b13cceaa309e428cb5e8a9086d88c6d.jpg)

Release notes for GROUND BRANCH V1031 + a reminder of the upcoming price increase

🆔  GROUND BRANCH V1031
Build ID: 6338489 (Client) / 6330198 (Dedicated Server)
Download size: 3 GB (Client) / 447 MB (Dedicated Server)

    🚨 CLEAR YO FILES
    We strongly recommend everyone to delete all files located in %LOCALAPPDATA%GroundBranchSavedConfigWindowsNoEditor (copy-paste this into your File Explorer address bar and hit Enter) to ensure your old saved files do not conflict with the latest changes and cause input and settings issues.


After about 20 days of testing on the GROUND BRANCH CTE app, Version 1031 is now stable enough for the main branch of the game, and our little community can reunite and enjoy all the latest content and updates together, at last.

A lot has happened since V1030—from programmer Kris being knocked out by meds to industry legend John Romero tweeting about us out of nowhere (holy sh*t, by the way)—and in this period GROUND BRANCH has become a better experience than it was in almost every way: it has better audio and visual effects, a nicer-looking and more user-friendly interface, improved controls and options, 2 new game modes, a new CQB map and a brand-new consolidated training area, and even a few updated assets.

Although V1031 isn't without issues (such is the nature of Early Access, though we'll be sure to patch those as soon as we can), we had to move on and transition the project over to V1032 so that Mike (Munk, animator, of Killing Floor and Rising Storm 2 fame) can transition from working on a separate environment to actually putting all those new animations into the game with Kris' assistance. We'll be mentioning all known left-over issues in this build in the release notes below.

    💚 Before we get on with it, we'd like to thank all players who took time off their gaming to test V1031 on CTE, report the issues they found, and provide valuable feedback. We love you and we appreciate you.


Oh, and just one more thing:

Price is going up this Monday (March 8th) at 12pm EST!
As announced just a little over 4 months ago in Build Update #027, GROUND BRANCH was due a 10 USD price increase with the release of V1031. The game has come a long way since it was released on Steam® Early Access in August 2018, and with V1031 now live, we feel like it has earned the less modest price tag of 29.99 USD for all the reasons we are quoting here from the original announcement:

https://youtu.be/y5a-zYEi3-o



Read on.... (https://steamcommunity.com/games/16900/announcements/detail/3050597789009269465)

Title: Re: Ground Branch
Post by: Asid on May 12, 2021, 11:40:10 PM
Build Update #031: Patch V1031.3
Wed, 12 May 2021

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/4016748/fa09235882805d73039d0c398a819118ed5a231e.jpg)

Just a quick hotfix for most of the issues introduced with the last update (V1031.2).

🆔 GROUND BRANCH V1031.3
Build ID:
 6684573 (Client) / 6684579 (Dedicated Server)
Download size:
63 MB (Client) / 32 MB (Dedicated Server)
🚨 CLEAR YO FILES

We strongly recommend everyone to delete all files located in
%LOCALAPPDATA%/GroundBranch/Saved/Config/WindowsNoEditor
(copy-paste this into your File Explorer address bar and hit Enter) to ensure your old saved files do not conflict with the latest changes and cause input and settings issues.


Our last game update, patch V1031.2, arrived with more bugs than we anticipated. Luckily we were able to diagnose and fix most of them relatively easily, packaged and tested a new build, and are now rolling it out as a hotfix for you all.

Hopefully this will take care of most of the recent reported issues—if it doesn't, you know what to do, but please check the known issues listed at the end of the fixes list to make sure it hasn't already been noted.

Changes and fixes

Ready Room
•   Fixed Ops Board "In Progress" overlay not always showing up.
•   Fixed Ready Room team wall not always being removed for PvP modes.
•   Fixed the player character in the Customize Operator screen disappearing if the round started mid-customization.
•   Increased sound occlusion in the testing range.
•   Added spatial audio volume for the Customize Operator screen's background to block all sounds while customizing character.
•   Fixed round time not being cleared when round stage timer is.

Weapons and attachments
•   Fixed M9A3 magazine's display name (was listed as 15 rounds when it's actually 17).
•   Fixed NVG effect not being loaded correctly sometimes and displaying no green tint.
•   Fixed shotguns preventing players from changing items when fired.
•   Updated collision on optics to allow placing the Offset Rail and low-mount RMR where applicable.

Spectator Mode
•   Fixed Show Player Names/ Show Enemy Blips not being applied immediately while the spectator overlay is shown.
•   Fixed spectators having the ready status set to Not Ready when sent to the RR even if they had been  Waiting To Ready Upearlier.

Maps & level design
•   Fixed grenades colliding with foliage—they should now go right through leaves.
•   Fixed foliage protecting players from grenade explosions.
•   Fixed various bugs on Tanker dealing with collision on pipes and some visual issues with the internal stairs.

Admin
•   Changed in-game menu Admin button to a drop-down list containing an option to open the Admin Panel, as well as a list of quick admin commands (thanks, Prowlaz!).
•   Fixed Admin Panel spamming console/log with admin commands.
•   Fixed StartRound command not working in ReadyCountdown round stage.
•   Fixed dead bodies being created when StartRound and RestartRound commands are used.

Known issues

These audio-related issues were reported, but not yet diagnosed or successfully fixed:
•   Occasional lack of gunshot SFX.
•   Long bursts with the MK48 machine gun can cause the sound to bug out.

🐞 One common issue that we have been unable to fix yet is related to VOIP and microphone usage, from stuttering all the way to freezing or otherwise being unable to communicate via voice. For a list of possible fixes, please see this post: ⚠️🎙️ Microphone/VOIP issues!


This has been BUILD UPDATE #031!
Thank you for all the reports! This patch wouldn't be out so soon without all the feedback and we continually receive from the community. If this patch survives first contact, expect a new Intel Update in a few week's time to get everyone up to speed with how V1032 is coming along.

Stay connected
Discord / Steam Community Hub / Reddit / Twitter / Instagram / Facebook


Title: Re: Ground Branch
Post by: Asid on August 31, 2021, 11:39:23 PM
Intel Update #009: Road to V1032
Tue, 31 August 2021

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/4016748/32c071c3426142239e1e08cb51ee6027a0b700e8.jpg)

Catch up with development and check out the latest previews for V1032!
Alright, everyone, it’s time for another Intel Update!

These last few months have seen no shortage of setbacks—big and small, both inside the development and outside—but we’re chugging along like we always do. Humans are not built for waiting, and believe us when we say we absolutely hate how long this is taking, but we’re hoping this dev blog will give everyone another good taste of what’s coming.

Some will argue that the succulent previews you are about to see actually make the wait worse. To those, we say: scroll no further, for this shall be painful.

This is going to be media-heavy, so double-check you’re not on mobile data and let’s move on.


Optimization

In our last Intel Update, we introduced you to Bad Rhino Studios
, a company that has been helping us with (mostly) under-the-hood development.

As part of our partnership, they have ran a thorough performance profiling on GROUND BRANCH and found that the biggest offender was indeed audio- and AI-related. More specifically, AI audio event calls causing big spikes in CPU usage.

Another performance issue we had was related to navmeshes
(the areas of maps that bots are allowed to navigate on), and determined to be caused by how the AI interacts with doors within the navmeshes—hence maps Run Down and Tanker having the worst PvE performance, as they have the most doors.

Fixes have been applied to both issues, and appear to have yielded positive results in testing so far. Hell yeah, Bad Rhino Studios.

 Read on...... (https://steamcommunity.com/games/16900/announcements/detail/2976304340268073696)


Title: Re: Ground Branch
Post by: Asid on December 12, 2021, 01:44:10 PM
CTE Build Update
Sun, 12 December 2021

(https://cdn.akamai.steamstatic.com/steam/apps/16900/ss_890f0f50e57152de52fa725a6761d4b0bfc0e572.1920x1080.jpg)

We wanted to try to address some of the bigger(and some smaller) issues as quickly as possible so here is a small update.
* Dedicated Servers will need to be updated

- fixed bug in TeamElimination where it checked for blue deaths when it should have checked for red deaths
- fix in Storage Facility for volume in rear stairwell that prevented bullets passing through
- collision pass on Compound interiors to avoid player stepping up on props
- attachment weird rotations hopefully fixed
- team restrictions crash fix
- SW farmhouse spawn in Compound Uplink mission fixed
- server browser handling of mission variant names is improved
- all maps rebuilt to try and solve texture streaming issues
- infinitely extending loadout save list fixed
- DTAS tweaked to have longer PreRoundWait round stage and additional text at that point to help you get your bearings on spawn in
- dump pouch placement on main menu guys fixed
- leaning limits tweaked (Still heavy WIP)
- Intel Retrieval proximity alert lingers a couple of seconds after you leave the area, and shouldn't trigger after taking laptop
- front sight posts added to M4, M14 EBR Mod1, MK46 Mod 1
- M16 iron sights fixed up
- a pass on doors in Compound to try to avoid AI getting stuck so much
- weapon pick up bug (multiple weapons in hand after pickup) fixed
- camo swatch for ACR rolled shirt Desert Marpat fixed
- after action report (AAR) tweaked to hopefully improve readability, with team names coloured and your team indicated in more places
- team names were wrong way around on match summary tab of AAR - fixed
- shotgun add-on attachment rail now accepts attachments
- placement of MK110K suppressor fixed
- odd texture on Mk25 pistol fixed
- collision inside Storage Facility tunnel walls fixed
- tentative fix to excitedly bouncing AI weapons
- Mk46 animations fixed
- radio bleep cues added on round start and end
- text blip sound reintroduced for round stage text displays
- audio work done on RunDown
- missing default sight on MP7 and M14 EBR fixed

Title: Re: Ground Branch
Post by: Asid on December 30, 2021, 11:48:33 PM
CTE update #4
Thu, December 30, 2021

As we are trying to get a final 1032 out the door here is another quick update to try to knock out the bigger issues. The main fixes for this update are hopefully getting all the kit/loadout item edge cases cleaned up. Things like eyewear showing in first person, double characters and random rotations on attachments. And of course fixing bugs in other areas as well.

Oh and the old blood hits are back with the pink mist and splatters on walls. It definitely helps with identifying hits at distance.

DS:
Build ID : 7955154
42MB

Game:
Build ID : 7955148
82MB

Here are the detailed changes:

* Fixed wrong highlight map in black ballcap material
* Fixed some collision bugs in 747
* Fine tuned iron sight setup on UMP
* Fixed bad material on low Micro T1
* Tweaked Mk46 full auto recoil to be a bit more pronounced
* fixed possible stuck AI spawn in Storage Facility IR
* Fixed flashing front sight post geometry on M16, M4 and FSP
* Tweaked LOD settings on Magpul MBUS front sight so sight post is always visible
* Fixed various bugs from database on Creek
* Adjusted Small Town doors
      * Made so none opened more than 115 degrees (was 150)
      * Added small navmodifier on doors to area between the open door and close walls. Hopefully this keeps AI from getting into those areas
* Removed Ambient Cubemap from Farm PPVolume
      * Was causing issues when lights were out (too bright)
      * Added a few more lights to inside of airplane to help see better now that PPVolume was changed
* various UI and copy tweaks/cleanup
* updated key map image (Default Controls/Press Any Key screen)
* fixed/updated mag check for M1014, SDASS Martial & MK46.
* created AGBItem::ClientForceRemoveFromInventory()
      * detaches item from what ever it is attached to, which ensures it part of no ones inventory.
      * destroys it.
      * this is a Client Reliable RPC.
* updated GBPlayerController
      * updated SyncLoadoutToTeam() brute force tell the players inventory to go away if they are a client by calling ClientForceRemoveFromInventory() before their owner is cleared.
      * removed PrevLoadoutInventoryList due to adding brute force method mentioned above.
      * added logic to ensure the same sort of item is equipped after changing loadouts.
      * added logic to ensure the previously used firing mode is used again when respawning/leaving RR/changing loadouts.
* updated GBCharacter
      * DestroyInventory() now sets ItemAnimationType to 0, which stops the player standing there holding imaginary rifle/handgun if swapping loadout etc.
      * updated GetItemsByItemAssetType() to ensure ItemAssetType is valid before using it.
* ensured SetIsReplicatedByDefault(false); is used for GBEjectComponent, GBFrontSightPostComponent, GBRailComponent & GBRailMountComponent
* added PostRepNotifies() overrides to GBRailComponent GBRailMountComponent & GBSightComponen
      * their attachment and transform should never be changed by the server anyway.
* updated GBRailAttachment::OnRep_RailAttachmentReplication()
      * uses SetRelativeXXX_Direct() instead of SetRelativeTransform() to bring make it similar to default UE4 attachment replication logic.
      * Will hide if not attached correctly.
created aGBMuzzleDevice::OnRep_AttachmentReplication() override.
      * does not call parent version of the function.
      * only attempts to attach with a valid component and socketname.
      * uses SetRelativeXXX_Direct() like parent, but with identity values.
      * Will hide if not attached correctly.
* updated GBCharacter
      * updated DestroyInventory() to change ItemAnimationType = 0 change to only kick in for servers.
      * updated PlayDying() to add some randomness to the roll of dropped items.
* updated GBDroppedItem
      * fixed clamped velocities (oops)
      * tweaked dampening and velocity values.
* updated BP_Character to hook up old pink-mist style blood.


Title: Re: Ground Branch
Post by: Asid on January 29, 2022, 01:52:24 AM
Build Update #032: V1032 now LIVE + SALE (30% off)!
Thu, January 27, 2022

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/4016748/eaf2640cbc6bad6fc813bc83fb7f089e8d18ef2a.png)

All-new character assets, updated animations, 2 amazing new maps and a lot more!

    Build ID:
    8098273 (Client) / 8098322 (Dedicated Server)
    Download size:
    4.1 GB (Client) / 433 MB (Dedicated Server)


    ⛔ IMPORTANT:
    CLEAR YOUR OLD FILES
    If you are coming from V1031 or have not updated CTE in a while, you need to delete all contents in the following locations
    (copy-paste these into your File Explorer address bar and hit Enter):

        %LOCALAPPDATA%\GroundBranch\Saved\Config\WindowsNoEditor

        Documents\GroundBranch


    ⚠️ Not doing so will
    cause various asset and input issues in your game.

    If you are coming from a recent CTE version, clear them anyway to be sure.



Roughly a month and a half ago, the first testing build for GROUND BRANCH V1032 went live on our Community Test Environment (CTE) app.

And after and a very busy holiday season, no less than 13 public test builds and well over 1,000 bug reports, V1032 is now finally available on the main branch as a stable release!

If you are among the few who decided to wait for it, we hope this version of the game leaves as good an impression as it has for many of our community testers. And if you're among those who have been waiting for a price drop, we got good news for ya:

🔥 Lunar New Year Sale: GROUND BRANCH is 30% OFF!

As part of the Steam Lunar New Year Sale, GROUND BRANCH is 30% OFF on for an entire week
— until February 3rd.


You know the drill: go tell that friend of yours who's on the fence, spread posters around the neighborhood, maybe grab an extra key or three to gift your buddies. Just don't let it go to waste.

Alright! Moving on!


Build highlights

A fully comprehensive list of changes would be unrealistic for such a complex update, so we're going to keep things more summarized with these release notes while still covering as much as we can afford. Let's get to it.

New Ready Room and Ops Board
Upon first loading up a mission (or into server), you will likely notice that the Ready Room has been slightly renovated
and now sports a more somber and concrete-y look.

Walk into the Ops Room, and you'll se a slight rearrangement: the Ops Board
screen is now much larger, and its contents a little easier on the eyes:

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/4016748/b6f53bc3349784871fbac6efdcd0a5072cf4228b.jpg)

The Ops Board as seen during a round of the updated Intel Retrieval
game mode. Note the "Intel Search Areas" field which indicates possible intel device locations (represented by the red circles on the map)


Functionally, not much has changed: you still set the game mode options and time of day, and then pick your preferred insertion point. It's all just laid out better, and the satellite/drone map images should be a lot easier to visualize.

New character assets and customization....

Read on: https://store.steampowered.com/news/app/16900/view/5311434706117938230
Title: Re: Ground Branch
Post by: Asid on February 26, 2022, 11:32:44 PM
Special Announcement: Kythera AI

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/4016748/e396f9216d5c11742a3daebb8c982d94bd08b73d_960x311.png)

A quick announcement about a new BlackFoot Studios partnership for GROUND BRANCH

Today, we’re taking a little break from working on the V1032.1 patch for a special announcement.

It is no secret that bots in GROUND BRANCH are still very bare-bones and have a long way to go, which is why AI will be one of the main focuses of our upcoming major releases. As many players are aware, developing human-like tactical AI is, to say the least, extremely tricky even for large triple-A studios — let alone a small team like BlackFoot Studios — and capable AI developers willing to take on a niche project like ours are not easy to come by.

While game development can be an infinitely deep can of worms, it is made a little bit easier today by solutions such as Epic’s Unreal Engine and the ecosystem of plugins that support it. Enter Kythera AI
: a middleware toolset that greatly enhances and facilitates AI development with features like their 2D navigation system (which includes formations, contextual pathfinding and character avoidance), automatic markup (to help generate cover and vaulting points, for example), spatial query system (which will help with combat maneuvering, among other things) and advanced behavior trees.

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/4016748/45d7e4eb8a7980dcb6963f280a98f102167dbcfa.png)

With that introduction, and as you have probably guessed by now, we are excited to announce that the Kythera AI toolset is now fully licensed for GROUND BRANCH! We very much look forward to resume AI development from V1033 onwards, as well as start giving players a more realistic and immersive PvE experience with Kythera’s partnership as we move forward. In John’s own words:


    Great AI is crucial for us, and as a smaller studio without dedicated AI engineers, Kythera AI is the perfect solution. Their toolset easily integrates with our existing work in Unreal and lets us provide comprehensive, intelligent AI that we can maintain and continually improve. We can’t wait to roll out the first of these updates in the near future!


So there you have it, folks. Our AI has gone bare-bones for long enough, and as promised, we’re picking it back up very soon — with a leading industry solution to boot. While this will not mean state-of-the-art tangos and squad AI at the press of a button, we are confident that in addition to giving us the technical support we need, Kythera will offer a better foundation for our AI and generally make our lives much easier while developing it.

We’d like to thank Kythera AI for their partnership, and we can’t wait to start putting their tools to good use. To find out more about Kythera AI, check out their website here https://www.kythera.ai/

Title: Re: Ground Branch
Post by: Asid on May 01, 2022, 11:41:20 PM
Build Update #036: Patch V1032.2
Fri, 29 April 2022

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/4016748/817526922612c8d6709578f503ee6cfb63cf409c.png)

Possibly the last patch for V1032 to fix up the last few major issues and a few minor ones

    Build ID:
    8622958 (Client) / 8622968 (Dedicated Server)
    Download size:
    82 MB (Client) / 46 MB (Dedicated Server)

    ⛔ IMPORTANT:
    CLEAR YOUR OLD FILES
    We generally recommend players to delete all contents in the following locations
    (copy-paste these into your File Explorer address bar and hit Enter):

        %LOCALAPPDATA%\GroundBranch\Saved\Config\WindowsNoEditor

        Documents\GroundBranch

    ⚠️ Not doing so may cause various asset and input issues in your game.



Patch V1032.2
is now available!

This is expected to be the last patch for V1032, after which — if nothing game-breaking comes up — we will be fully shifting to work on the V1033 release.

Here's the full change list with all of the fixes and tweaks:

DevTest changes

If you have played the latest DevTest
build (shared about a week ago with our Discord community), these changes will not be new for you:

    Updated stride length calculation to fix "dip" when moving
    Big restructuring of inventory item system (in particular replication) with the aim of fixing a wide range of online kit bugs
    Lots of changes behind the scenes as a consequence of the above
    Miscellaneous bug fixes identified during the course of the restructuring
    Dragging-and-dropping attachments will now copy the skin for the attaching item from whatever you are dragging it onto, if possible
    Updated inventory bar to equip a rifle on single press if hands are empty and there is a rifle on left/right shoulder, but not slung from chest
    Updated platform system to make sure a single dump pouch is added to the players inventory (attaches to belt or platform, whichever is found first)
    Made sure newly spawned mag/round for AI is added to their inventory
    Fixed right elbow while sprinting with tablet/grenade
    Fixed skin not being applied when selecting item without customizing it
    Fixed magnifier having no sight picture when swapping from offset sight back to it
    Fixed zoom in/out input staying active even when not looking down sightline with magnifier
    Restructured night vision handling (local and spectator)
    Tablet
    (map) now fills screen fully when equipped — the camera automatically adjusts and zooms in on it
    Small update to ladder handling code so ladders should work a bit better
    Server Browser
    now obscures passwords in the text input dialog
    Fixed item not being brought up upon entering play unless it was already equipped in the Ready Room
    prior to leaving it
    Tweaked position of display mag info notifier in mag check widget
    Fixed iron sights validity check
    Fixed issues related to the input sensitivity value not being set back to zero
    Fixed cheap wooden doors on Compound
    having no collision


Post-DevTest changes

This is the list of changes made after DevTest was released, based on reports and feedback:

    G33 Magnifier
    collision fixed to allow flipping up/down when in use or when not ADS
    The magnifier is now also flipped up in the weapon customization screen to make it more intuitive to interface with other attachments
    Updated weapon attachment placement to allow shape components to be used as well as static or skeletal meshes
    Updated tan G33 to use the correct skin
    Hopefully fixed issue with server details going out of scope
    Fixed (new) issue with trigger not firing correctly and not being able to shoot when crouched
    Updated platform to add/remove/reattach dump pouch as required
    Changed iron sights handling to deactivate all front sight posts by default and do some general fixes
    Corrected box collision used on some dropped mags
    Fixed PIP scopes not having screen space ambient occlusion (SSAO) and screen space reflections (SSR)
    Set all exterior lights in City
    to only be on at night (was causing slowdown at dawn/dusk due to to many lights being active)
    Tweaked Tablet to not fully fill screen when zoomed, for a bit of peripheral vision
    Fixed ammo check and fire selector HUD elements showing up for listen server host as well as client


📢 This has been Build Update #036!

Thanks to all of the public DevTesters for helping us get this patch squared away!

Provided this patch holds up, development will soon fully shift to V1033, and we'll soon start gathering some very exciting previews to showcase. Stay tuned!

Stay connected
Discord / Steam Community Hub / Reddit / Twitter / Instagram / Facebook
Title: Re: Ground Branch
Post by: Asid on June 24, 2022, 01:20:25 AM
Intel Update #010: First V1033 Previews + SALE: 40% OFF
Thu, June 23, 2022

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/4016748/86772a3a14d437c195fd6890993e087555cefd18.png)

Check out the first batch of V1033 sneak peeks and don't miss the sale!

What's up, everyone?

It's been a hot minute since our last Intel Update, and although we have been patching V1032 for a while now, work on upcoming release V1033
has been ongoing for several months behind the curtains. Before we start teasing the goods, however, we need to talk about a couple things:


Summer Sale
: GROUND BRANCH is 40% OFF
 until July 7th! 🔥
That's right! GROUND BRANCH is currently a whole 40% OFF, which we think is a pretty dang good deal and our highest discount yet.


    ❤️ CONSIDER BUYING DIRECTLY FROM OUR STORE

    Buying the game from our Store
    ensures that we get the full cut of the purchase, as opposed to Valve taking 30%.

    💰 Use code GBSUMMER
    at the checkout to apply the 40% discount.

    Please note the GB Store has no regional pricing — it can only use the base USD price tag!

https://www.groundbranch.com/store/

You have exactly 2 weeks (until July 7th) to think about it or get that one friend (you know the one) to pull the trigger on this fantastic opportunity. Let's get the word out and make sure to welcome the new players in!


We're hiring:
VFX Artist wanted for particle effects
This one is for any industry pros that might be lurking: BlackFoot Studios is looking for a VFX Artist
to create awesome, realistic particle effects in GROUND BRANCH. For more details, click here.

Also, the Senior Gameplay Engineer/Developer
position is still open. So if you know any Unreal Engine & C++ wizards out there (or happen to be one yourself), get in touch! Full job details right here.


So how's V1033 coming along?

That's what most of you are here for, so let's move on to those sneak peeks we promised. Here are some of the exciting things currently under development.

New sky and weather system
GROUND BRANCH V1033 is being setup with a new system that allows for dynamic sky and weather effects, which means clouds, the moon and stars will be making a return.

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans//4016748/7cd2acd7124d3e966b2684d66036d24664f54154.jpg)

Read on..... https://store.steampowered.com/news/app/16900/view/3318605091407074988

Title: Re: Ground Branch
Post by: Asid on July 30, 2022, 12:39:15 AM
Intel Report #011: V1033 Progress and Other News
Fri, 29 July 2022

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/4016748/c0e56ad9b0f40797b47f9e738e767cf6b5ebe7d2.png)

New previews for upcoming game update V1033 and other important developments

Hey, everyone!

It's been around a month since our last dev blog (#010), and because we are now aiming for monthly entries, the time has come again to showcase some more progress and talk about other recent developments.


    Intel Update is now INTEL REPORT!

    We are renaming our series of dev blog entries from "Intel Update" to Intel Report. The reason is that some players would simply glance over the title, spot the word "update" in it, and immediately proceed to type "did we get an update?" in the nearest text box, prompting confusion and aggravation in an otherwise incredibly peaceful and welcoming community.


New dev team members
As some of you will know from our recent job ads, we have been looking for reinforcements in a couple areas: VFX (visual effects) and programming being the main ones.

We hope to have news on the programmer role very soon, but in the meantime, we are proud to introduce new BlackFoot Studios members Charles Schmidt
and Zack Regan!

Charles is our first dedicated VFX Artist. He was previously a gameplay designer and visual effects artist for Operation: Harsh Doorstop, and is now giving the particle effects in GROUND BRANCH some much-needed love. He will be working on making hit impacts, muzzle blasts, smoke, blood and all kinds of visual effects in the game look and perform better.

Zack's joining us as an additional Sound Designer whose skillset nicely complements Mikson's, with valuable Wwise and Unreal Engine integration experience. Formerly a member of Code Blue Games, Zack is also a composer, so we might be seeing some new tracks in GB down the line.

Welcome to the team, guys!

    💡 We'll be checking out some of their initial work in a bit, so read on!


Performance optimization
As a pre-alpha game on Early Access that also happens to have a handful of fairly unique features, GROUND BRANCH is bound to have its performance fluctuate over the course of development as we add, remove and generally change things around. And although we always keep track of the worst performance offenders, fixes are rarely straightforward and may take some time to figure out.

It's no secret that performance in V1032 is less than stellar, with certain aspects of audio and asset modularity being some of the major culprits. Here are some of the steps we have been taking to address them so far:

Read on.... https://steamcommunity.com/games/16900/announcements/detail/3397421255151994356

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans//4016748/0b2b4a1e255125de886bcdba5767b7a2a06fdcaf.jpg)

Title: Re: Ground Branch
Post by: Asid on February 07, 2023, 12:28:59 AM
Patch #13 — V1033 Community Test
Mon, 6 February 2023

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/4016748/07601bbb0e122ff19547a5dacfb7d206b9ba5123.png)

Patch #13 is now live on the

Community Test
beta branch!

❓ How to join the Community Test beta branch
•   Right-click GROUND BRANCHin your Steam Library and select Properties…
•   Click BETAS on the left-hand list menu
•   Select 'communitytest - Community testing branch' from the drop-down menu Steam will begin downloading the files for the new testing branch.

🐞 Where to report bugs
You can report bugs and issues using any of these methods:
•   The in-game Bugs & Issues screen (press [Esc] once in-game and look along the top menu)
•   The Steam forums: steamcommunity.com/app/16900/discussions/
•   The #bug-reports channel on the official GROUND BRANCH™ Discord Your reports help us locate and fix issues faster, so keep them coming!


Patch notes
•   Added distance cull setting to base door blueprint with default of 2500 units
•   Added door handles to Compound, Small Town, Run Down and Tanker doors
•   Fixed dark splotchy lighting inside several buildings in Compound
•   Fixed some clipping issues with Combat Pants and Fleece Hoodie
•   Fixed some mesh culling issues on City and Run Down
•   Added black version of Specter DR 1x/4x
•   Added a variable length delay when turning on strobes, to desync them a bit
•   Added billboards to Sea Grass meshes (used in Depot too)
•   Texture size optimization (on assets used in Small Town, will be a small amount of crossover in other maps)
•   Mesh build setting optimization (again on assets used in Small Town, will be small crossover)
•   Removed inconsistent sprint related hack in AnimAction_Reload_Master
•   Updated handgun and PMM reloads to split mag check into compressed and non-compressed, as originally intended (fixes PMM mag check being played twice)
•   Hooked up firing & charge animations MK46 belt
•   Disabled multi-threading on AI light detector component (prefer stability over performance right now)
•   Crash fixes in modding manager relating to Lua state being used before initialized
•   Fix to skylight override volume where minimum light level was not set properly for AI light checks when exiting the volume(s)
•   Cleaned up some foliage in big rocks on Storage Facility
•   Made truck window glass in Compound not glow at night
•   Fixed strange particle collision, switched affected emitter from GPU to CPU
•   Fixed bug in Team Scores function
•   Fixed a few bad lighting channels on doors in Small Town
•   Fixed issue with UMP45 stock being offset
•   Updated MK8 CQBSS 1–8x LPVO: added proper reticle (M-TMR), tweaked magnification values and fixed magnification ring rotation
•   Updated Vudu 1–6x LPVO: reduced max reticle brightness and tweaked reticle color based on reference
•   Updated PSO-1M2 4x scope: removed eyecup to improve sight picture and added reticle illumination (for now, works like other optics — brightness levels rather than on/off like the real thing)
•   Applied subtle greenish-yellow tint to 1P78 Kashtan 2.8x and PSO-1M2 4x scopes (characteristic of Russian scopes)
•   Fixed magnification ring rotation on all LPVO-type scopes
•   Fixed some scopes using a static "fake glass" texture on the rear lens
•   Updated display names for scopes: removed brackets around magnification to make names shorter — e.g. ACOG (4x) is now ACOG 4x
•   Adjusted LOD distances on Sea Grass and allowed AI visibility blocking
•   Tweaked some light culling distances on Compound
•   Tweaked Mesh culling distances on Power Station and Run Down
•   Fixed a few collision issues on Creek
•   Standardized vehicle glass material between vehicles in maps
•   Streamlined some antialiasing (AA) settings to hopefully help with Temporal AA (TAA) issues
•   Fixed glowing window glass in Storage Facility
•   Visual adjustments made to the flesh bullet impact (VFX)
•   Fixed missing third-person PKM sound and updated Depot audio level
•   Fixed a few collision issues on 747 and PowerStation maps
•   Fixed character lighting in dark tunnel issue on Power Station
•   Cleaned up some light leaking in Docks
•   Auto balance routines moved to game mode Lua library
•   Using vote map change now merges game mode and mutator options set in the maplist with the standard game mode options
•   Fixed function name in WeaponRestriction mutator (weapon restrictions now working again)
•   Initial reticle sight brightness now depends on sun intensity (night = 1, day = 3, dawn/dusk = somewhere in-between)
•   Spectator night vision now usable if following character (because some follow camera modes can use it)
•   Changed way NVG eye light color is done to try avoid replication type issues and to simplify things
•   admin startround command should work a little better
•   Spawn behavior improved in cases where players are brought into a round without a valid insertion point selection (under-the-hood change)

Title: Re: Ground Branch
Post by: Asid on June 25, 2023, 02:33:15 PM
Intel Report #015: First V1034 Preview
Thu, June 1, 2023

(https://clan.akamai.steamstatic.com/images/4016748/1605cb72f66db2a7aecf238bc4e0e98774d8204c.png)

A first look at some of the upcoming additions and changes

Hey, everyone!

The Dev Blog is back with Intel Report #015
, where we cover the first news for upcoming release V1034, as well as other dev team-related updates.

Let’s get straight to it.


New level designer
We’re officially welcoming Elliot Burgess — a level designer and environmental artist with credits including Rising Storm 2: Vietnam and more recently Ready or Not — into the BlackFoot Studios team!

    💡 Elliot is currently busy with early work on a new map called Ranch. If you have any guesses, drop it in the comments.


Female characters finally arriving in V1034

The first implementation of female characters, which have long been in the works, is fully confirmed to be in upcoming release V1034.

(https://clan.akamai.steamstatic.com/images//4016748/673bb2bad65756d4d6484831a2ef14b4019ae4d8.jpg)

    🚺 Some might recall that tactical shooter trailblazers Rainbow Six and Ghost Recon featured female operators all the way back in 1998 and 2001, respectively, and we are proud to maintain this tradition.


Because female characters are directly derived from the male counterparts, a lot of things remain to be re-fitted and may look janky, but we’re getting there.

As previously mentioned on the Steam forums and our Discord, there will be no significant gameplay benefits or drawbacks based on the sex of the character.


Hairy ops
Our female operators wouldn’t be complete without some more authentic hairstyle options than a shaved head, so we’re finally bringing in a few ‘dos that will add an extra layer of customization — as well as some much needed variety — to all characters.

Here are a few samples:

(https://clan.akamai.steamstatic.com/images//4016748/db54211341a754535f25beb968c9f918c43a6b5f.jpg)

(https://clan.akamai.steamstatic.com/images//4016748/4c227eaef77b646dc88354b08c3f879d71d31edd.jpg)


Hairstyles would be a relatively simple thing to implement if it weren’t for all the headgear options: anything that isn’t a close buzzcut can cause clipping with hats, headsets and even helmets. The clipping requires various areas of different hairstyles to be “masked out” and programmed to be hidden only when combined with certain headgear items.

All of that takes a considerable amount of time, which is why we’re unsure just how many (or which) hairstyles will make it into V1034. But rest assured that they will all be making their way into the game eventually!


More characters on the way
In addition to the existing 5 male characters and the previously showcased 5 female characters, contractor Pau Peñalver has created 2 new characters that will also be featured in V1034. Both were inspired by typically Middle Eastern and Mediterranean features:

(https://clan.akamai.steamstatic.com/images//4016748/61ab745748bdd2fdfc69cf3cecb8c36e178d2b8b.jpg)

(https://clan.akamai.steamstatic.com/images//4016748/d9975db1b9f1faeb62ac469464157fa01ae833c3.jpg)


Kicking up the kickback
Up until V1033, recoil animation was restricted to the weapon itself kicking back and up, with some minor secondary arm movement derived only from the hands being attached to it.

For V1034, our animator Mike is upgrading recoil with more secondary movements, which now include the head and upper body reacting to the kick.

    💡 This iteration simply adds secondary animations: the actual recoil and underlying system will be upgraded at a later point to both look and feel more realistic.


This first pass will add 5 types or levels of recoil that correspond to: handguns have a 9 mm and a .45 recoil, most primary weapons have a “light”, “medium” and “heavy” recoil depending on caliber, and both machine guns have unique recoils — with the PKM being closer to the “heavy” recoil, and the MK46 to the “medium” one.

https://youtu.be/zm9tUY6FuJs


    🏃 Motion capture
    This week, Mike is also recording motion capture (mocap)
    for prone, weapon transitions (e.g. changing from primary to secondary and vice-versa), a new sprint, and some other assorted movements that are all expected to make V1034. Fingers crossed!


New muzzle VFX
VFX artist Charles has spent the last couple of months refining the particles for muzzle effects, in special smoke and flash, while also adding some smaller details here and there. Muzzles will also generate more unique particles based on what type of weapon and muzzle device is being used.

https://youtu.be/V-YnUzJs3Ns


    🌫️ Next stop for Charles is smoke grenades
    .


Armory additions
We can confirm two new weapons for V1034 so far: the Galil ARM
squad automatic weapon (5.56 NATO, 35-round magazine) and the SA58 OSW
battle rifle (7.62 NATO, 20-round magazine).

(https://clan.akamai.steamstatic.com/images//4016748/0deca0763e0715f17069e85fc3dcbd1aeb653ee8.jpg)

Our partners have also built a new (and more typical) FAL, which will be replacing both the placeholder FAL Tactical (which was standing in for the SA58 OSW) and the FAL Vintage (a stand-in for a more old-school FAL).

(https://clan.akamai.steamstatic.com/images//4016748/aea9c92284f8de910415526e688630ae289a0214.jpg)
New FAL model, seen here with optional top rail attachment


We also have an AUG A1
in its early stages. We wanted to offer modders a template for a bullpup weapon, and though bullpups aren’t very common in modern battlefields, the AUG is one of the more common types out there.

(https://clan.akamai.steamstatic.com/images//4016748/43d2b42f807b9e17e81766fca2e78f12c3540a6a.jpg)

    ❌ The AUG A1 will not be in V1034 , as Mike's to-do list is very much packed already — meaning no time to animate it. We just thought you'd like to know it's on the way.


Small Town update
Another classic GROUND BRANCH map has received a makeover by environment artist Will Bullen: MOUT training site Small Town.

This is less of a major overhaul (à la Depot) and more of a visual update to get it more in line with newer maps. It also officially establishes the map as a training site, linking it visually with The Farm.

(https://clan.akamai.steamstatic.com/images//4016748/9e9437fc486518cf3437c7c9d72d2dbcaffcf362.jpg)

(https://clan.akamai.steamstatic.com/images//4016748/5ee9231702453e058bbc1245bc9bb72abeebafe9.jpg)

(https://clan.akamai.steamstatic.com/images//4016748/0e90f5445340601426b1c9081acd83cf10ce65d9.jpg)

    💡 The layout for V1034's Small Town remains mostly unchanged.


Locking down the range
Per community request, server admins will be able to disable the Ready Room’s shooting range in V1034. Enabling this server option will add a locked gate to the entrance:

(https://clan.akamai.steamstatic.com/images//4016748/9bfb9028ad10b69ee24203b0daa5a425b32a9254.jpg)


Quick note on AI progress
Enemy AI has been moved over to the Kythera AI middleware, with immediate upgrades in both pathfinding and cover usage. We’ll be showing more once things are less under-the-hood and more visible to the player.


This is it for today’s Intel Report!
As always, we’re incredibly grateful for everyone’s continued support through GROUND BRANCH’s development. We’ll keep working hard on the update.

We’ll have a new report for you next month, so stay tuned. See ya then!

Title: Re: Ground Branch
Post by: Asid on March 22, 2024, 12:21:05 AM
GROUND BRANCH V1034 is now officially released!
Thu, March 21, 2024

(https://clan.cloudflare.steamstatic.com/images/4016748/6943b850e614e2ee4325d69e9daaf83258a08918.png)

Build Update #047 details additions such as prone, playable female characters, new AI and a lot more

Hey, everyone!

Thank you for your patience and support while we worked on the latest update for GROUND BRANCH V1034. Though this has been a tough testing and debugging season thanks to major system changes — particularly AI and animations — the official release is now among us!

https://youtu.be/bpm_uoVrla8


Read on:  Here (https://store.steampowered.com/news/app/16900/view/5793390250207450068)